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Vayu

Project: V.A.Y.U.

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Credit Record

- 0 [MechDev Winner] Wada Don

- 1650 Tsuchi Oh

- 1950 [Gift Card Credit] Dai Tsuchi Oh

- 1020 [Gift Card Credit] Mecha Don and Wada Katsu

- 0 [MechDev Winner] The Fool

- 375 [Gift Card Credit] Donko

- 1100 [Gift Card Credit] Lance Strike Rouge (C.E. 73 Version)

- 5213 ZSMU Series

- 6045 [Gift Card Credit + 40 Credit] Alices' Game

- 1000 ZSMU 004 Usagi

- 3470 Dokon Dan

- 800 Master Bachio

- 1650 Tetris Matrix

- 4205 Yume Tsukai

- 0 [MechDev Winner] NAK-MEME-9001-1 Gettah OMG

- 2365 Sho Haoh

- 2440 Excellence 3 Years Later OVA

Gift Card Credits Total: 10450 Credits

Credits Total: 22833 Credits

Total Spent: 33283 Credits

Edited by Vayu

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Project T.A.I.K.O.

History

22nd century. Some time in human history where mechas are invented but traditional music instruments are still around. The world fell into a full-blown war, known in the history as "The Great Conquest". It is not a war with simply guns and tanks. It is a war with mechas and outer space. It is a war of technology.

Japan, a small country which used to be proud of its innovative invention and distinctly advanced technology, is losing the battle. If there is a reason why, you ask, that'd be obvious. One, the technology advance that Japan once possessed has been caught up and exceeded by its nearby countries such as China and Korea. Two, the more obvious one, how else would I be able to create a new series if there is no need for it in the first place?

At this point, the Japanese scientists are out of options. Well, they are not completely out of options, but they are also trying to find cheaper alternative to buy time in the war for them to invest their energy into the giant, expansive, and time consuming mecha. One of such methods is through making the units more durable and cost effective. However, that would take too much time to renovate all of the mecha units currently at war without losing more battles than it already has. Another method is to mass produce the currently existing mechas, but even if they have enough mechas, they would not have enough pilots. Japan is a small country, and its population will never rivals that of big countries such as U.S. and China. So what else can be done? Let alone the mechas, even the people who are working in the military and in the technology department are desperate and worn out from the constant loss and disadvantage that they are in within the war.

It was then when an old game from over 1 century ago came into one of the Scientist's mind. Taiko no Tatsujin. The scientist's grandfather has been one of its producer, and, of course, a huge fan of his own product. It has been quite an addictive game that a lot of people living at the century of Japan enjoyed. Even the scientist's father enjoyed it. Then, the scientist had an idea. Although not much game data can be recollected, nor can the character design files and rough draft can be completely comprehended, the scientist still managed to dig up a lot of the information he needed for the idea he had in his mind.

Using his intelligence and scrap metal left over from the creation of giant battle robots, the scientist began this side-project. After 2 years of trials and errors, a small mecha in the shape of a Taiko is created. The scientist named it Wada Don, dedicating it to the inspiration from the character designs that he found in his grandfather's remnants.

Standing at 0.5 M in the size of a small dog, the tiny taiko mecha follows the scientists around, and plays music for him from time to time. At first, the scientist didn't pay much attention to the taiko's occasional performance. However, after a little bit, the scientist realized that the taiko always pick the time when he is most tired, depressed, stressed, or upset to play music. Miraculously, he always feel better after listening to the taiko's drumming. "Music has the ability to heal," he recalled a saying from his father.

Unsure of whether or not such ability from Wada-Don was merely his illusion, the scientist brought it to his work place, to the soldier's training ground, and even to hospital. After several repetitive observations and analysis, the scientist finally made a conclusion that even he couldn't believe himself making: the Taiko mecha has a very intelligent AI. He is able to detect human emotions, and react in order to change the flow of emotion through drumming.

Overwhelmed with his conclusion, the scientist decides to help more people with his invention. For one, the current Japanese Army. The scientist is originally specialized in creating battleroids to begin with, so creating a taiko mecha is no difficult task for him. The difficult thing, however, is trial and error with the Artificial Intelligence installed within the mecha's core. Although he was the person who created the taiko mecha, when he mass produce each taiko, the AI installed within the mecha seem to be all different and individual beings. Each AI seem to prefer different songs, and they beg to differ from each other. As much as the scientist disagree to such possibility, he still classified the AIs he created into several different types based on their personality and likings, installed them into each's respective mecha's prototype model, and experiment with the prototypes by putting them at the support base of battlefield.

A surprising experiment result came out. Although the result was not extremely marvelous, it was very evident that the taiko mecha models, despite being prototypes, has created the effects that scientists has desired. Apparently, with the broadcast of taiko music from the base, the efficiency of mecha has created, and even the pilots are in more spirited and courageous mood in battles. Different type of mechas has also helped the battlefield in several ways. For example, Model T04 - 009 - Type E "Donko" has performed splendid job in quick first-hand repairing, and Model T03 - 002 - Type U "Mechadon" has shown excellent battling records and ability in energy and mechanical barrier shattering. The 5.3M tall mechas are taking effects, and there is no deny to its success.

On top of the success that the series of mecha has received, the cost of the creation of these 5.3M tall mechas are much lower than the cost of any other alternative that the scientists has for the time. There simply is no reason why the Japanese Government will protest to the establishment of an official project based on this series, nor the mass produce of these supporter units on the battlefield.

With things as such, at year 2131, project/military department T.A.I.K.O is launched under the direct order of the Japanese Government.

Characterized Mecha

T01 - 021 - Type E "Wada Don"

This mecha is based upon the character design of Wada Don from the street arcade "Taiko no Tatsujin". Given the initial personality of Wada Don, this mecha is designed to provide offensive support to its allies. Its sound attack are proven to be effective towards enemies that are bigger in size. Its sound attacks also inflict certain immobility status attacks to its enemies. In contrary, its cheer attacks effectively boost its allies' power, accuracy and enhance allies' attacks through giving them sound resonance to inflict barrier pierce.

Attacks:

Set up time

- Basic melee attack that pushes opponent off the side to create space for oneself to set up stage for the Taiko and the drumsticks.

Practice!

- Basic Sound attack. You need practice, after all.

Densetsu no Matsuri

- This song carries the atmosphere of a traditional Japanese Summer Festival. It effectively reminds soldiers of the joy and vitality of towns and cities back home, and encourages soldiers to press on despite the difficulty they are facing currently, so to return home in the future and share the joy of a summer festival with their family members. Pilots who listens to this song has shown a tendency to be able to deal more damage and take more damage, and is much more persistent in battles in that they refuses to back down and lose without a fight.

- Alternate Name: 伝説の祭り

  • Sakura (***): Lv 1 (Minor WPN boost for short period of time)
  • Forest (*****): Lv 5 (Minor WPN boost and Minor DMG deduction for moderate period of time)

Kurofune Raikou

- This song is particularly designed for Mariners, in that beats that is commonly used for rowing is used in the creation of the song. This song promotes unity among a team to fend off a greater enemy. While this song might not be the best morale boosting song, it is the only song among all the songs that unifies all allies under the same song and boost their morale indiscriminately. As an old proverb say, the more unified, the stronger. This song also indicates to its opponents that the team is unified, and thus create an intimidation effect on the opponent.

- Alternate Name: 黒船来航

  • Sakura (***): Lv 1 Minor WPN boost for short period of time: Boost value based on Allies Unit amount
  • Oni (*********): Lv 6 Minor WPN boost for short period of time: Boost value based on Allies Unit amount, can pay resource to cast Morale on Allies

Taiko Ranbo En no Maki

- This song is a legendary script that is made especially for Taiko drum plays. Filled with vitality and power, it is one of the most intimidating song amongst all Taiko scripts that can be recollected by the scientist. It is known for its huge range of changes in rhythm and playing method, and its ability to create an illusion of amount of armies that is multiple more than the actual amount of people/mecha in the marching army. This particular version of the song creates a flame storm that engulfs its opponent through the friction created between the particles controlled and moved by the sound wave. On several occasions, this song became the killing move of a Japanese Mecha team against other nation because of the song's intimidate element, its illusion and its ability to boost comrade's will and power. It is said, however, that this is not the final form of the hissatsu drum play.

- Alternate Name: 太鼓乱舞 炎の巻

  • Sakura (*****): Lv 1 Attack, Barrier Break
  • Oni (*******): Lv 5 Attack, Barrier Break, Burn

Sengoku Sangen

- This song is a signature song used for morale boost. Inspired by the Sengoku period of Japanese History, it is a very upbeat, courageous battle-cry song specifically designed for Taiko. While it primarily provide courage and power for its side, it also has the effect of intimidating opponent with periodic war cry from the instrument player.

- Alternate Name: 戦国三弦

  • Bamboo (****): Lv 2 Attack
  • Oni (*******): Lv 7 Attack, Stun, Accuracy Break

Combo Attack/Map Attack

Taiko Ranbo - En. Mizu. Fuu

- This song is a legendary script that is made especially for Taiko drum plays. Filled with vitality and power, it is one of the most intimidating song amongst all Taiko scripts that can be recollected by the scientist. It is known for its huge range of changes in rhythm and playing method, and its ability to create an illusion of amount of armies that is multiple more than the actual amount of people/mecha in the marching army. On several occasions, this song became the killing move of a Japanese Mecha team against other nation because of the song's intimidate element, its illusion and its ability to boost comrade's will and power.

- Through the synchronization of 3 drum plays together, the song's hissatsu ability is finally unleashed. While it might not sound much different, there is much differences to note in the actual execution of the song. The beats evolve faster, and the sound waves that this combo creates has no break. In fact, since the sound waves are synchronized, they actually enhances each other and create bigger sound wave attacks than when the song is played alone.

- Alternate Name: 太鼓乱舞 皆伝

  • Sakura (*****): Lv 2 Base Attack
  • Forest (*******): Lv 6 Base Attack +, Burn, Mobility Break, Stun
  • Oni (*******): Lv 8 Base Attack ++, Burn, Mobility Break, Stun

- This Map/Combo attack requires two Allied Unit with Attack Taiko Ranbo Mizu no Maki and Attack Taiko Ranbo Fuu no Maki respectively to execute. The level requirement of the execution of the song applies to all units.

Inherent Ability/System

Essential Knowledge/Equipment

Mechanism - Materialize Sound Wave Technologoy

- While the music do have its effect on allies when allies listen to the drumming of the taiko mecha, there is more added to the system of the mechas produced under Project T.A.I.K.O. At this point in time, human has the ability to materialized sound waves by calculating the frequency and amplitude of a certain sound emitted by an object and displaying the frequency and amplitude in a form of matter powered by electrical energy. Therefore, while it is obvious that music played by the Taiko Mechas has an ability to affect people emotionally, it also has the ability to exert physical damage through the materialization of the sound waves themselves.

System

"Burning Tamashi"!!

- This is it! The legendary "burning tamashi"! After countless days and nights of practice and over three hours of drumming recital and performance, the soul of the taiko drums has finally awaken to its fullest and burn passionately! It is almost like an adrenaline rush for a mecha! You say you want more people to be forced to hear your drums, more people to be impaled moved by your music, dose another two energy drink to get more energy to hit your drums harder, more powerful hits on the actual taiko in front of you to create noise pollution and more attentive audience so that you can stealth your way around? Then let your Soul of Music BURN!!!! (A Taiko series specific system that is similar to Composer (Lexicon). Failed Performance is negated when Burning Tamashi is in effect.)

Performance Evaluation System

- Where do you get to select the level of difficulty the song? Here it is! PES! It is the best indication of how skilled you are! Start the Combo hitting!!

- Under this system, all songs are placed under two out of four levels: Sakura (Easy), Bamboo (Normal), Forest (Hard), and Oni (Demon). When Taiko-no-Tamashi (sidekick) reaches a certain level, the song levels that are equal or lower than the Tamashi is considered "unlocked", and will be available. The songs that the mecha plays becomes more powerful and even receive special effects through playing, based on the level that the songs they played them in.

- It is up to the player himself to decide which level of which song does he choose to use in the battle. It is required to have these stats listed in the deploy form.

Barrier

"Failed Performance

- Ouch! It seems that lack of practice or self confidence in actual performance hurts! The irregular rhythms and messed up drum hits are actually so horrible and disappointing that even birds fall out of the tree and mechadon explodes in despair! Shame shame! Gotta try harder next time~ (The existence of a high-vibration barrier created by noise to destroy mechanical substance, for example, bullets and missiles. Similar to the function of Jammer.)

Practice Practice PRACTICE!!

- It is practice day 1! Practice day 2! Practice day 3! Practice day 365.23456! Practice every single day!! Practice is held so often that if you record it down and replay it when you are drumming the actual performance, the records actually helps to nullify attempts by other people to destroy your concert! Ain't that scary and awesome at the same time? (Another version of Sound Barrier)

Sidekick

Taiko-no-tamashi

This sidekick can be a main pilot

- Hm? Why a taiko-no-tamashi you asked? Dummy! Of course there is a need for a spirit for the taikos! How else would inanimate objects like taiko play so awesomely and splendidly if there is not a single soul in the taiko itself?!?!

- Taiko Spirit is neutral beings that does not have a bias on their wills. Depending on what they possess, they will develop different personality and behave differently. HOWEVER!! Don't think you can take advantage of such innocent, genuine soul! They all have a pure heart to play sincere, morale boosting music for their friends! .... Okay, not all do, but most do!! You get the general picture, right? (A sidekick that probably host recovery seishin such as hot blood and recharge, as well as boost in either [M] EN or [M] effect. Very highly customizable with certain support for [M] is the goal of the taiko sidekick.)

- When Taiko-no-Tamashi is the main pilot, they will negate the usage of MSWT because, well, they need the energy from the MSWT to function. As much as to the scientists's (and my) dismay, that's how it would work.

Edited by Vayu

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Because Basu made me do it. ~_~

T01 - 021 - Type E "Wada Don"

Statistics:

HP: 3000, EN: 150, Agi: 220

IS: 3, Move: G, Size: S, Rank: 6

Weapons:

[F] Set up time (M)- 1100 damage [+0%]

[H] Practice (S)- 1300 damage, 5 EN/attack, Sound Attack [+10%]

[M] Densetsu no Matsuri (V:5)- 700 damage/3 EN & Attack Boost 20%, Sound Attack [+10%]

[M] Kurofune Raikou (V:5)- 700 damage/3 EN & Attack Boost 20%, Sound Attack [+10%]

[M] Sengoku Sangen (SV:5)- 1000 damage/3 EN & Morale Boost, Sound Attack [+10%]

[M] Taiko Ranbo En no Maki (V:10)- 1000 damage/5 EN, Sound Attack [+30%]

Inherent Abilities:

1) Taiko

2) Countercut: Requires Martial Arts Mastery.

3) Sound Barrier (Barrier)

4) Burning Tamashii (System) Same effects as Composer (System)

5) Taiko-no-Tamashi (Sidekick)

6) Materialize Sound Wave Technology: You may reduce final damage by 50% to have your [M]-type attacks damage a non-Protodevlin target.

7) Densetsu no Matsuri: If resource cost is paid 3 or more times, attack gains Armor Boost 20%

8) Kurofune Raikou: If resource cost is paid 5 or more times, attack gains Morale Boost

9) Sengoku Sangen: If resource cost is paid 3 or more times, attack gains Stun

10) Taiko Ranbo En no Maki: If resource cost is paid 5 or more times, attack gains Barrier Break

Purchasing Costs: 250 Credits

Taiko-no-Tamashi

Class: Sidekick

Description: How else would inanimate objects like taiko play so awesomely and splendidly if there is not a single soul in the taiko itself?!?!

This Sidekick can be a Main Pilot

Attributes:

- None

Spirit Command:

- Perseverance

- Morale

- Hot Blood

- Aid

Skills:

-

Cost to be Added: Yeah yeah you won the contest Approved by Nimbus

Edited by Nimbus Noa

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Yep, this is absolutely fine by me.

VAYU APPROVED!!!

... wait... DX I don't have a stamp!! *rustles to find stamp*

Will deal with purchase and stuff later on.

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Tsuchi Whack-a-mole Oh

History:

Have you ever heard of the game "Whack-a-mole"?

In our present time, there lives a young engineer who absolutely sucks in this game.

Ever since he first encountered this game called "Whack-a-mole" in a game center at the age of 5, he has always been fascinated by this game. He love this game so much that he would go and play this game every single afternoon, putting quarters after quarters into the arcade machine to play the game. However, for some reason, the engineer is never successful in the game. To tell the truth, he rarely even get pass hitting 1 out of 10 pop-ups in each game, even though he's so obsessed with the game and play it so much.

The young engineer never give up, though. He even bought an arcade to put in his own house, and play it whenever possible. He still fails, nonetheless. It is almost a miracle that he is still a failure at that game, after playing it for so long.

It was still not a main problem for the engineer, until he started dating a girl, and told her about his strange obsession.

The girl asks him to play the game for her, which he did, and found out that he really sucks in this game. She was absolutely disappointed.

"You can't even whack a mole. How can I expect you to do anything else for me?" She said.

Whether this has a correlation to her later dumping him, we don't know, but he contributed his failure in his love life to the whack-a-mole machine, and blamed it all on his inability to whack a freak'in mole that comes out from a machine.

Solution to this problem? Easy.

"I am an engineer! I have the tecknowledgy!!"

For a straight 40 days and nights, the Engineer basically ran on 3 hours of sleep every other night, and created a gigantic, 127M, 23 ton Super Robot!

... All just to whack a mole.

And there, this is the story behind the almighty whack-a-mole machine, TSUCHI-"Whack-a-mole"-OH!

... Sad thing is, even after inventing the mecha for the sole purpose of whacking moles, the engineer, and his unit, still sucks in that game. Reason? The Unit is just a personification of the stubborn engineer in mecha form.

Essential Knowledge

Desperate Core:

- No, you really don't get it. I am willing to even burn my soul away just to hit those moles. So, damn, just LET ME HIT THOSE MOLES!! ;-;

It sounds really pathetic, but even after the Tsuchi-Oh has been created, the engineer still has not been able to hit a crap at all. What happen, then? Well, nothing. What else can you do, except for rolling up your sleeves with your eyes in tears and your grips in blood, toughen your fist up and hit much harder than before?

For that purpose, the engineer has installed a "Rage" meter detector in his unit. What for? Well, it is more of the switch to a "limiter-off" device that he uses whenever he get too frustrated with hitting the moles, a.k.a. a cheating system. What does the limiter-off system does? Exactly the actions mentioned above. It allows you to hit harder, last longer while you bleed, and, maybe, just maybe, dodge some furious mole attacks.

Let's go! It's a life or death battle between me and you!! You freak'in Moles!!!" System: Soul drive

Courage of the Bold:

- No, I am NOT ashamed! Rather, LET ME TRY AGAIN!!

Bold. Just another nicer way to describe the not-giving up engineer. Seriously, when a 5 years old can beat you in such a simple game, you really should be ashamed of yourself. But no, the Engineer is bold and forward. The creation of such a thickskinned courageous person, of course, does not lack in its stand-firm department. You want to bend Tsuchi-Oh's stubborn neck? Sure. First, convince the engineer that he absolutely fails in hitting moles, even after spending 20 years of his life in it. Impossible? Well, then, it'd be impossible to crack the armor of such a stubborn unit, too. There IS a reason why the unit weighs so heavy. The engineer DID purposely lay 3 layers of Armor onto it, just to ensure that no moles can change his mind. Heavy Armor / High Damage reduction

Undying Straightforward March!

- I REFUSE to believe that I can't do it! I CAN do it! Until then, I will NOT give up!! Wait for me, you freak'in moles!!

What else are you expecting from a person who hasn't given up on a game that he completely sucks at even after 20 years of trying? Courage? Stubbornness? Both matters. But what matters more is the never-dying passion and firm will! Well, in the Engineer's case, the strong life force of a cockroach. It just DOESN'T DIE!!!

... Though, even if the Engineer's will last, the mecha doesn't. What, you expect the mecha to still be standing after 300 hours of whack-a-mole in action? Hell no!

Then something has to be done.

For the sole purpose, the Engineer has asked for help from his super genius Computer Science friend, and installed a small program called "repair bug" into tiny, almost invisible little robots that is soluble in Tsuchi-Oh's fuel and runs through its body. Which means? Well, when the Engineer's fist is gripping in blood and his eyes are bloody as hell, his mecha still has the ability to keep up with his freak'in stubborness because his damage is far less than yours thanks to the bugs' repairing.

Heck, that caused him a fortune to obtain. He better have the ability to hit some mole now!HP Regen

Iron Hammer [shield]

- Just because I can't hit you doesn't mean you can hit me!

There are so many times when the Engineer can't hit the mole, and got hit by the flying moles that he is battling instead. A bruise here, a bruise there. He constantly have so many bruises on him, and he gets even more fed up with the moles. Though he loves the game, having such cocky moles are not acceptable.

Therefore, he made a countermeasure in his unit. How? Oh that's easy. A shield! But there is no place to hold a shield. The hammer is already occupying two hands as is. So what can he do? Even easier. He'd use the hammer as the shield!!! It's not like he'd lose a piece of meat or two if he lets the mole hit the hammer instead of him!

But the hammer still can't block everything, can it? There, the Engineer adds another little bit of element. Explosives. He made the hammer so that it will release a nest of electromagnetic field that covers the unit's entire body, and whenever a flying mole tries to go pass that net and hit him? Hah! The tiny firecracker powders of explosive will explode in the moles' face and repel them!! Not only will that reduce the damage that is done to himself, but it would also harm the moles!! Genius, right!? No more bruises anymore!

Take that you freak'in moles!!"Shield

Attacks

Disclaimer: The poor accuracy of this unit is entirely and only because the engineer is the person who is piloting it. It has absolutely no correlation with the lock-on system in the unit itself. The engineer is just THAT bad in the game.

Hammer spin

- Okay! Round one!

Essentially, the warm-up step. There has been occasions when the engineer happen to sprain a finger, twist a wrist or break a bone because he was too intense in playing before. Learning from experience, He knows now that warm up is extremely important. Also, it's the easiest way to repel flying moles. Yes, FLYING MOLES!!! Basic Melee, countercut device

Wide-swing Beatdown

- Stay on the board you freak'in moles! *whack*

Remember the flying moles? ... yeah~ for some reason, there are flying moles that would attack you. The only way to block the attack and to convert them back to normal ground digging moles is by giving them a giant, painful wide swing and beat them down onto the ground! countercut

Brainless Swings

- Why the hell can I not hit them!?

There IS a reason why the engineer does so horribly in the game. When he gets angry, he starts swinging his hammer thoughtlessly. They just don't usually hit the target. Well, if it's swings done by another person, they *might* hit something. But with the engineer? Nah, it's a lost cause. 2 x attack

Drum-rum Rapidfire

- I still can't hit it!! Even though I have two hammers!!!"

The engineer often gets way too desperate, and instead of playing the honest way and use one hammer, he separates his specially-made two-sided hammer into two separate mallets to hammer those moles down. Instead of hitting one mole at a time, he can now hit two moles at a time! He can even hammer things like he is playing a drum!

... Only that, he still can't hit crap. Weak multihit "rain-on-down" attack

Chains' 3-hit combo

- For once I tried to aim! And I still can't get it!

For once the engineer tries to actually makes his hits count by aiming before attacking. He even calculated and made sure that he knows what's going to pop up nearby afterwards and aimed at those holes as well to make sure he'd hit three in a row. Let's go! Chain hit! Three in a row! It's gonna hit! ... But no, it still doesn't hit. Medium F:3 attack

Grunts' 5-hit combo

- Grrgh I don't care anymore! Die you fuck'in moles!

... Yeah. It's to a point where the engineer doesn't care anymore. The young man slams his giant combined hammer as fast, as angry, and as destructive as he can onto the moles, over and over again. Every single time when he hits the arcade and miss the moles, he gets even more furious and slams the hammer onto the different popping moles even harder, until his arm can't use any strength anymore. He then take a short break, and restart the whole process. It sure is powerful and destructive enough, because everything that it encounters shatters away, including the surface of the arcade. Sad thing is, however, he still can't hit the moles. Spread type attack, barrier pierce

Seismic Crash

- I'll rid of every single one of you, from the root of your burrows!!!

There IS, in one case, where the engineer can successfully hit, or get rid of, the moles. By delivering the heaviest blow that he can ever do, he will implant his hammer into the middle of the arcade. Then, he pushes a red button on the handle of the hammer. The face of the hammer, which is implanted into the arcade, will then ignite explosive and just utterly destroy the moles, along with its burrows. Since the explosion happens from within the arcade, the moles just couldn't possibly evade the explosion. Not that they are programmed to do so, anyway. The engineer often does that, when he gets frustrated enough. Usually, he feels nice after doing so, and would go onto another one and destroy that one in the same way.

... Only that, well, the engineer would also have to pay for the huge sum of repair fee for the arcade because it is so destroyed, or simply buy a new whack-a-mole arcade to replace it afterwards.

Guess it'd be another while before the new whack-a-mole arcade comes in.

- Oops. I did it again. Hissatsu, barrier pierce, armor pierce, repair effect applied to target is halved

Dynamic Hammer Explosion

- DYNAMIC!! HAMMA!!!!! EXPLOSION!!!!!!

Just because the engineer is a nut case by the end when he creates the hammer, the unit also has a crazy move. What is that move? As you hear the name, Dynamic Hammer explosion. How does it work? Eh, easy. You yell the attack and smack the hammer down onto the surface of the whack-a-mole arcade game. The surface of the hammer will then squeeze and ignite the firecrackers gunpowder against the surface of the arcade, and KABOOM!! You get all the moles in one go. Only that, well, the destruction is so big that you might break the arcade machine before you even get to the moles. Depending on who is in the unit at the time, eh. Indiscriminant Map attack, stun.

Edited by Vayu

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Tsuchi-Oh

Statistics:

HP: 10000, EN: 200, Agi: 350

IS: 2, Move: F/G, Size: LL, Rank: 11

Weapons:

[F] Melee (M)- 800 damage [+0%]

[F] Iron Hammer (M)- 1600 damage [+0%]

[F] Hammer Spin (M)- 1800 damage [+0%]

[F] Wide-swing Beatdown (M)- 2500 damage, 5 EN/attack [+0%]

[F] Brainless Swings (S)- 3000 damage, 15 EN/attack [+10%]

[F] Drum-rum Rapidfire (SF:6)- 600 damage/4 EN [+10%]

[F] Chains' 3-hit combo- 1300 damage # 3, 20 EN/attack [+10%]

[F] Grunts' 5-hit combo (S)- 4500 damage, Armor Break, 25 EN/attack [+0%]

[F] Seismic Crash- 5500 damage, Armor Break, Barrier Pierce, Drill, 30 EN/attack [+20%]

MAP Attacks:

[H] Dynamic Hammer Explosion (I:4)- 4000 damage, Drill, 30 EN/attack [+0%]

Inherent Abilities:

1) Super Robot

2) Shield: Iron Hammer, Hammer Spin, Wide-swing Beatdown, Brainless Swings, Drum-rum Rapidfire, Chains' 3-hit combo, Grunts' 5-hit combo, Seismic Crash, Dynamic Hammer Explosion

3) Countercut: Iron Hammer

4) HP Regen S

5) Damage Received -40%

8) Desperate Core: Same effect as Soul Drive.

Purchasing Cost: 680 Credits

Cost to be added: 1650 Credits > approves by Akita

Edited by Akita

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Everything in this world is accidents and coincidences, and the product that they weave, the inevitable destiny;

the Tarot Cards reveal these to us all.

Arcana Force - The Holy War

History

Tarot cards has been a utility of religious superstition ever since the fifteenth century in Europe, around the same time when playing cards emerged from the newly developed printing technique at the time. As a tool used in religion, tarot cards has been used for many purposes including fortunetelling.

Ever since then, people has been seeking for more accurate and precise telling from these papers, as those who can grasp the future and the destiny are those who will become successful and be in control of their own life. These people, after a few centuries of seeking and researching, formed together in the shadow of world society under the name of "Arcana Force". Referencing directly to the twenty Major Arcana cards, this group dedicate all of their energy in researching tarot cards, and the mysteries behind their fortune telling patterns. Due to the power of the Great Britain in the world at the time that this organization is found, the Arcana Force has its main base in England, and branches its influences out to mainly the ruling and noble class of nations that is within the British army's reach. Therefore, ever since its founding, among these people who joined the Arcana Force, several of them are rich people who has the power to change the world, and, of course, a ton of money and nowhere else to spend their time in except for supernaturals.

However, as modern technology develop, these people who originally did not have anything to do except for investing in supernatural soon finds their new past time. The new technological product called robots. These industrialized products can range from the height of a 6 inch ruler to over 10 feet tall. In comparison to tarot cards, which has no scientific backing to it and no new surprises to further investigation when dive into it, the riches' investment in robots becomes much more fashionable. After all, in the age of information and sciences, robots seems to be much more logical and reasonable to become a past-time than tarot cards, which are now deemed old fashion and outdated. As such, of course, the Arcana Force is also declining in its popularity and size.

Inside the organization also spawns problem. Extreme advocates now take drastic measures to try and recruit new members, which include threatening, blackmailing, forceful advertising, and even brainwashing. Some of these actions are illegal, even. It didn't take that long before the English government has decided to consider the Arcana Force, the once in-the-shadow organization, a threat to public order and begin to persecute this religious sect.

After a painful few years of internal persecution of the extreme wing of the organization and constant weakening blows dealt by the British government, the Arcana Force has finally eliminated its extremists. However, it is also greatly weakened to the point where there is almost no hopeful recovery. It is then that the leaders of the organization decides to put on a bet. They decided to also create a robot. Hopefully, by installing the tarot card system into the robot, there will be a way to dissect the magical power behind tarot cards, and thus recuse the organization, which already has half of its feet in the coffin. And they were successful in creating such a robot.

The Fool. They named it.

The Fool did not bring them the infinite new possibilities that they wished for, as the Empress has long taken the organization's prosperity out of its core. Instead, it became the seed to the ultimate destruction of the organization.

After learning the creation of such a product in the Arcana Force, the British military invaded the base of the organization, and confiscated the robot under the name of "illegal production of weapon of mass destruction". Since the organization's fund has been almost completely drained after devising the robot, only doom awaited them after the robot was gone. Arcana Force dissolved after their seven centuries of existence, just two months after the robot was developed.

The military, of course, did not destroyed the new toy that they have confiscated. Instead, they made a thorough examination on the machine. They were, indeed, impressed with the work of the lost organization. The Fool was arguably one of the fastest humanoid form machine of its rank, or even, its time. Although it is comparative much smaller than the military's other machines, it is also one of the fastest robot, and is able to support the most fluent sets of actions with little to no specific piloting experience required from the pilot himself. As it was a unit created with the guidance of tarot cards, the unit was, in the words of the lost organization, "a unit that awaits for someone to actually use it".

The Military did not waste time in renovating the features of the machine. As the development progresses, the military scientists realizes that they were not able to tear the tarot cards basis from the mecha. They cannot, also, remove several built-in feature of the machine. At a point, they were even discussing to put away the mecha in the hanger and let it collect dust.

However, one person did not give up. An apprentice of these scientist raised his hand when they decided to put away the mecha, and claimed the unit as his own project. He did something different with the unit.

Instead of trying to alter the robot's system, the apprentice decided to go with the original intention of the unit, and modify the unit along the lines of tarot cards. As if some kind of magic was working behind the mecha, his theory actually worked, and he was able to change the purpose of the robot from sole research purpose into a combat-specialized robot. It is as if destiny has bestow on both him and the robot, that when he finished changing the system, the system rebooted with XIV - Temperance and XVI - Tower as its reading, symbolizing the blend of two seemingly impossible mixes and the tearing down of the old for the new.

Yet, the apprentice was not satisfied. To be more exact, he was confused. Although the unit is powered by the same energy that every other robot is powered with, something is strange with this humanoid. Even though the attacks were programmed under his modifications, they seem to have nothing to do with his alterations. It is as if the mecha has a brain of its own. To make things even more mysterious, the unit has an ability to convert unknown source of energy and channel into its own use, an ability that perplex the young scientist.

Mana. That is what the history record in the unit's system has dubbed the unknown source.

Is this unit really a man-made unit that has no governing ability in its own? Or is this unit utilizing the power of the apprentice, its Magician, to follow its own destiny?

The Apprentice has yet to find an answer.

Unit Summary - AFXXII-00 "The Fool"

The fool set forth to a journey around the world with all his possession in one small bag behind his back. Filled with daydreams and visions of the world, he does not see what is lying in front of him.

The is the one and sole unit that the organization is able to fund and create with all their resources. Soon after, the organization is dismissed due to lack of funding and lack of people, and the unit is soon adopted for military use. While the organization did not expect the unit to be for military use, the Military have adopted it and fine tune it into one of the most excellent battle mechanical humanoid robot that they have ever imagined.

Standing at 14.41 M, "The Fool" is definitely one of the smaller units that has been created in its age. With 4 main thrusters at its rear and two thrusters at the bottom of its feet, the 2.3 ton mecha can support easy and fast movement with its considerably high agility. In exchange, however, "The Fool" sacrifices a strong armor, and have been known to have a problem with energy consumption, even though half of the system is powered by mana.

The feature of "The Fool" is based on the 20 Major Arcana cards and each of their meaning. For Example, the Fool is the name of the unit, because The Fool in a Tarot Deck symbolizes infinite possibilities. By naming the unit the Fool, the Organization originally wished for a possibility that this unit will ultimately create a new possibility for their organization's survival. Unfortunately, that never happened. Now that the unit is in the hands of the British military, it has been given a new purpose, and a new life of its own.

Everything in this world is accidents and coincidences, and the product that they weave, the inevitable destiny; the Tarot Cards reveal these all to us.

Technical Aspect

"The Fool" is operated under a mysterious system nicknamed "Magician". As the military expertise were not able to decode the system, they cannot do much except for gathering data just enough to understand the basics of the unit and how to pilot the unit.

There are a total of 22 distinct aspects of the unit "The Fool", 12 of them being passive, pre-installed aspects, and 10 of them being active, offensive aspects. With the Magician as its driving force, "The Fool" has no other use but scrap metal if the Magician is not activated.

The different aspects of the unit named in tribute to each of the Major Arcana Cards also do not mean anything, until Magician interprets and executes the function meant by each card. Therefore, it is crucial for any pilot to activate Magician at the beginning of the battle to allow code commands being executed by the unit.

Twenty Arcana Force - Passive

0 - The Fool

Fool's Staff

The main weapon for "The Fool". It is a short, extendable staff that is found equipped to "The Fool"'s back. By channeling mana into this weapon, it is possible to shift the form of the weapon from a long stick to something more complicated and powerful.

I - The Magician

The Fool encountered a powerful and knowledge magus at day. In the command of the great Magician, things began to appear in front of The Fool in unimaginative ways. However, where from and how? The Magus refused to say a word.

The Magician shapes the idea behind The Fool as its functioning system. Under his command, tools becomes available to the traveler. Knowledge, strength, enlightened thoughts, guidance. These equipments become accessible to The Fool and becomes an inseparable part to his journey.

Magician's trick

Magician, the passive controlling program, is the main channeling device that changes the generally typical fuel that it is supplied with into a sort of energy system named "mana". As The Fool cannot use any other form of energy, The Fool is only usable when the Magician system is active. Thus, the scientists in the military also dubbed this programs as "Magician's trick". Passive System that runs the mecha

II - The High Priestess

The Fool then encountered a beautiful woman who is completely opposite from the magus he encountered. In her stillness at night, the High Priestess aided the Fool by granting him knowledge to decide what to do with the things the Magician gave him. The Fool set forth again after he decides his path, but he wondered whether the High Priestess has hidden the darkest secrets from him.

The High Priestess grants knowledge to The Fool. As a part of a system that governs the unit, The High Priestess grants its pilot knowledge of not only The Fool itself, but also the unit that battles with The Fool. In consequence, The High Priestess grants The Fool a much higher capability to avoid harm and damage.

High Priestess's Third Eye

High Priestess exists as a fine-tuned radar that detects the movement of any units or missiles within the diameter of 200M around "The Fool" itself. As the radar's performance is stabilized and maintained through the supply of mana, it is not activated if Magician system is not active. By foreseeing the coming of objects as far as 200 M away, the radar allows a much higher dodging and aiming performance in "The Fool" than any other mecha units of its age. Accuracy Increase and Dodge Cost Reduction

V - The Acolyte / The Pope

Suddenly overwhelmed with the fear of losing everything that he has, The Fool consulted a famous Hierophant he met. The Pope, in response to his question of how to be free of this fear, gave him two paths. One, to discard everything that he has willingly before losing them unintentionally. Two, to treasure and protect everything that he has until the time of losing them comes. He also told The Fool that no matter which paths he choose, The Fool will still be able to keep the knowledge and experience he has gained up to that point. The Fool is now free of the fear of losing his earthly possessions.

The Pope is a teacher that teaches The Fool the value of experience and knowledge. Through him, The Fool learned to dispose and to treasure. In the unit, the path of protect is chosen. The Fool has learned to protect himself and his allies from harm with his power and experience. Only through the path of protecting, would The Fool be able to fully understand and enforce the true ideals and of The Pope - Harmony and Peace.

Pope's Prayer

The code for "V - The Pope" represents protection. Under the Magician System, it is also the name for the unit's inherent barrier. By channeling mana around the unit's 0.5 M radius, a mana energy barrier is formed around the unit, and protects the unit from possible harm and danger from attacks. It is possible that the more mana energy is put towards the barrier, the more damage the barrier would absorb. However, due to the rate that the Magician system converts mana from fuel in, the barrier is limited to a certain maximum damage it can absorb. Some sort of barrier that negates damage regardless of type of attack.

VI - The Lovers

The Fool stands at a cross road when he first met the woman. Although he has met more alluring and attractive woman than her before, The Fool cannot help but to feel attracted to the woman, as if they are originally a part of each other. The Fool cannot leave the woman, who completely understands him, behind. He decided to bring her along onto his journey.

The Lover is a card that symbolize no other but Love. Under the influence of the power of Love, one's reasoning is subjected to a higher power. There is no control for him over his own actions. In The Fool, the action of celebrating the the unity of two people into one under love is permitted and, actually, recommended. Thus, The Fool has space for two people, even though it can easily be piloted by one person.

Lover's Whispers

Under a belief that life cannot be a fulfilled life without a partner, an extra seat is added at the early stage of the unit's development. The extra seat now, however, is used as a seat for either a trainee soldier, or a second, supportive pilot. Pilot Slots: 2

VIII - Strength

The Fool, victorious over his opponents after receiving teaching from The Chariot, is now proud, confident, and almost vengeful. It is then that he saw a lady who struggled to fight against a lion. To his surprise, the maiden shut the mouth of the lion with gentleness and firmness. The Fool, stupefied by this scene, asks the maiden the trick behind it. The maiden replied, "Will power. Any beast, no matter how fierce, will back down in front of a superior will power." She continues and explained to The Fool that strength are only strongest if there is a purpose behind its use, and it is important for a Human to be in control of his power.

The Fool only realize the meaning of true strength with his encounter with the maiden. Not only does he now has the power, but he also has the reason to use the strength. As a part of the unit system, this Arcana Card becomes a new strength, a power that strengthen itself upon existing power and ability. With the aid of the maiden who quiet the lion, The Fool can now utilize his power to its fullest, and even exceed what has previously limited his ability, and create a new path with his newfound strength.

Strength's firmness

Strength represents no other than strength itself under the Magician system. When the code of Strength is inputted into the system, the horsepower of the unit "The Fool"s physical movement output increases by a range of 30% to 32%, depending on the situation. The theory that scientists comes up with behind the power boost is that Strength synchronize the mana and the mecha together even better than before, thus allowing an increase in the limit of the unit's strength. Weapon Damage Boost

IX - Hermit

After a long time of fighting, loving, hating and building, the fool realized that he needs time to stop and retreat. He spent days in solidarity, resting, reading, thinking, and organizing his thoughts. After clearing his mind, he realized a lot of what he missed. He grasped ideas that he never grasped before, and he managed to see a lot of things that he missed in the world. Once again, his mental state reverted back to the beginning, the fool that was taken to wherever his inspiration led him. However, the staff that carries him is no longer behind his back carrying his things with him. Instead, the staff becomes a guide, a lantern to a new world.

Hermit is a card that desires peace and solidarity. It indicates and gives The Fool a peace state of mind. If put in a religious term, it is a calm mental state of mind that is able to reflect anything that it sees. With a calm, concentrated and sorted-out mind, The Fool is granted the ability to once again see its goal and target, and set forth for it.

Hermit's Silence

Hermit is the card that governs the sound system and the aiming system within the unit. When the code Hermit is activated, the inside of the unit is muted from both the communications and the surrounding, providing an environment of absolute silence from the outer world. The aiming system will also be adjusted to the finest micro-meter with the help of mana channel, creating a much higher accuracy in the unit's hit rate. However, this aspect of the program is not often used, because communications between troops are considered as one of the most important aspect of a team in a military operation. Snipe, Immune to Sound Attacks the turn that Snipe is used.

X - Wheel of Fortune

When the Fool came out of his solidarity, he was greeted by nothing but good luck. A woman on the road offered him a drink, and urged him to keep the cup because she likes him. A man who was practicing his swordsmanship, after the Fool's expression of his admiration for the man's sword, pressed the sword in The Fool's hand and urged him to try the sword. A merchant, of random urge, offered to give the Fool Money. There was nothing more that could make The Fool's day better.

When the Goddess of fortune favors The Fool, nobody can deny her blessing to him. In battles, this is even more crucial than in any other occasion. With the blessing of the Wheel of Fortune under the guidance of Jupiter, The Fool lucks out every so often - he can evade completely by either his intuition or simple blind luck. After all, everyone has those days when their luck are as dumb as they could ever get.

Fortune Lady's Favorite

Every so often, the unit "The Fool", with the blessing of the lady of fortune, will be able to evade certain sneak attacks or huge, damaging frontal attacks entirely, simply by the chances of luck. Such "luck" is generated by mana channel into a much higher performance of the coordination between High Priestess and Magician, resulting in such a splendid ability that happens very often when "The Fool" is in combat. Evasive Secondary Defense, similar to a high chance of Double Image

XI - Justice

The Fool restarted his journey. On his way, he met two brothers, one rich, one poor. They were arguing in front of a woman for the huge inheritance that their father left them. After listening to their argument, the woman split the money into two equal halves, and gave each of them one half. When the fool asked her why, the woman replied that when she split the money into two halves, the rich brother will stop being wasteful since he doesn't have too much, and the poor will have enough to use for his daily living. The fool realize the woman's decision was justified, and realized that he has not been keeping a balance between the rich and the poor within him. He has been pursuing too much of worldly possessions such as money, wealth, family and strength, that he starved his intellectual and spiritual self, and this journey that he is departing to will be traveled for this purpose of balancing his two selves.

A person who deliver justice is one who is presented by a certain amount of things from different people, and redistribute it to each person with the idea of giving each what they deserve. The Fool is given exactly such ability to pass judgment. The Fool's armor will receive damage up to a certain amount, and redistribute the damage that it has accumulated on its armor to its opponent fairly in the way that it is received. It is the result of a certain just or unjust action that one make, that makes the judgment he receive differ from another.

Judgment's Balance

Code Judgment, through an armor-wide channeling of mana, creates a reflective surface that receives opponent attack and redistribute it towards the opponents that it has received the attack from. It is only fair that a unit shall receive what it has tried to inflict on others. Functions similar to Yata no Kagami

XII - The Hanged Man

The Fool sat beneath a tree, 9 days and 9 nights, for a meditation. On the 9th day, he followed his sudden intuition and hanged himself off a tree, upside down, and looked at the world upside down from his position. He looked at the coins that dropped from his pockets, and recognized them as not money but round bits of metal. He then realized something: there is another perspective to everything in the world. What might seem very important at one time is not important at all at another time. With that concept in mind, The Fool is separated from the world, seeing the world from a distant, unattached perspective.

The Hanged Man is a sense of clarity, a sense of sacrificing, and a sense of selflessness. The Fool, with the card of The Hanged Man, can give up things that it possess for the benefits of others. By sparing some pilot resources from The Fool, it is able to benefit the others and help the others to achieve what the others wishes to achieve. It is a sense of sacrificing part of himself for the benefit of others' journey of pursuit.

Hanged man's Vision

A sense of clarity becomes extremely important in battle, especially when the unit in the battle is actually leading. By channeling mana as an aura around itself, "The Fool" is able to enhance the thruster performance of other units and share with them the information that High Priestess has collected on its radar, allowing the units around it to be have to have higher damage evasion performances. Similar to EWAC with an activation cost of EN

XVII - Star

The Fool has lost all his hope in the Tower. He wandered out to the field at night, his mind overwhelmed and scared because while he wished to find his spiritual self during this journey, he seemed to have lost everything. In the field, he met a girl, who had poured one urn of water into the pond by her to refill the pond for wanderers, and another urn of water into the dry field. She offered him a refreshing drink, and reminded him that while he thought he has lost all, he has lost nothing, for knowledge, possibilities, hope and experience are things that he would never lose. As she says that, she vanishes, and the traces of her rises high up above in the sky above the Fool. The Fool regained his faith and hope again.

The Star descended as a lady that has healed The Fool's spiritual self and restore his faith for the journey. It gives hope to The Fool again, and allows him to continue with his journey again. As The Fool continues his journey, the star has always been with him, guiding him, protecting him, and at times, healing him. In the journey that The Fool, the mecha, takes, the Star grants it an ability to heal and continue with hope as it travels through the world of wars.

Star's Blessing

"The Fool" is able to channel a minimal amount of mana through the micro restorative system spread throughout the unit to activate the ability of the repairing and reconstructing system. The Stars, nicknames of such automatic repairing system, try all possible method to maintain the functionality of the unit for the duration that the unit is in use. Although huge damage can be done, but as the restorative mechanism progresses, the Stars becomes a reason why "The Fool" is able to last longer than some other units in the military. HP Regeneration

XX - Angel

Leaving the Garden of the Sun, the fool is at the final step of his journey. He is hesitant, however, to take the final step. The fiery Angel, who appeared in front of him, confronted him. He stated that the fool is hesitant because he is not willing to let go of his past. However, he is not correct in his thinking that in order to step the final step, he needs to discard his path. Instead, the angel said, he needed to embrace his past, and accept it wholly, in order to be reborn and reincarnated as new. The fool understood it, and blew the trumpet that he was given. He no longer fear his past, nor does he wish to discard or run away from it.

The angel taught the fool acceptance, forgiveness, and the idea of let go. Only through these process, would the fool be free of any earthly possession that is dragging him down. By letting go, also, the fool is now free from harm and sorrow that stemmed from his past. The Angel's words has become The Fool's shield from harm.

Angel's Aegis

Code: Angel provides another layer of protection for "The Fool". By channeling mana into a round-shaped shield at the unit's forearm, the unit is able to reduce the damage that comes in its way. Due to the nature of mana as sole energy, the shield is also capable of nullifying and dissolving some of the damage that is resulted from the attack that the shield receives. A shield similar to Beam shield. Requires energy to negate damage.

XXI - The World

The fool stepped on his final step, and, bemused to, find himself at where he started, the cliff that he first set off at to his first journey. However, he felt different. He felt that now, he can leave his body to pursuit a journey for his soul, and vise verse. He feel that now he is able to see the world as a whole. There, he jumped, and soared. He flew higher and higher, until he see the world. There, he dances with the stars, and became one with the universe.

The Fool reached a state of enlightenment when he realized that everything was at the end, and yet became the beginning. He realized that after everything, it was only about him that everything mattered. With the world as himself, and himself as the world, there is nothing that he cannot accomplish. It is the utmost joy for the Fool to realize such.

World's Birth

The World - Beginning grants the unit the power to create a new world. As it hints, the power granted by this power is immense. However, it also requires a lot of mana to be channeled to create such power. Also, since in the tarot story, the fool did not achieve such state until a long time after, this aspect of the system is also not activated until a certain point after battle, when the unit has "traveled" a distance in his journey. System overdrive. Enhance of all aspect. Charge based

Twenty Arcana Force - Active

III - Empress

The Fool, picturing his dream and his future reality, cannot be more impatient to realize his dreams. As he continues his journey, he meets the Empress. Pregnant, the Empress advised him: "Every new creation is fragile. It needs love, patience, attention and nurturing." Understanding now that he will need to be patient and spend time to create his future, the fool thanks the Empress for her guidance and continues his journey.

When the Empress shows the fool the importance of patience and love towards new born creature, she has also hinted to the fool the fragility of new-born creations. While she has enable the fool to be patient with his future, she has also showed him the way to bring new creations to a premature end. She bestowed The Fool an ability to give, but also an ability to retrieve it. In term of the unit itself, the Empress retrieves, or drains, with a light touch, the earthly energy and mana that she has given away to The Fool's opponent.

Empress's touch

In battle, The Fool, with Code: Empress chanted with mana on his staff, charges at its opponent, and swings the staff at its opponent. When the staff comes into contact with the opponent, the opponent does not receive too much damage, but the staff will drain the EN bestowed by the Empress and channel it back to The Fool as mana for its own use. Weak attack, EN Drain.

IV - Emperor

Knowing now how to dream, plan, create, and protect what he create, the fool then met the Emperor. Sitting on a stony throne, the Emperor immediately captured the Fool's amazement with his authority. Humbly and respectfully, the fool asked the Emperor how he maintain what he has. The Emperor replies: "Be alert, be brave, and be aggressive".

The Emperor has taught The Fool the meaning of possession. In order to protect your possession, you must be brave, aggressive and strong. With his teaching in mind, The Fool uses his staff to defend his territory and possessions.

Emperor's Authority

In battles, The Fool aggresses towards its opponent with its staff. In order to scare the opponents off from its territory and actually be threatening enough to damage, the fool channels additional mana to add power into the one sky-to-earth strike when necessary. V Type attack.

VII - Chariot

The Fool is faced with swarms of enemies that resists his dreams from being achieved. He cannot seem to win against these enemies, even though he's extremely close to his dream. Confused, the fool encountered a charioteer. The fool consulted the warrior, and realized that the warrior's advices were exactly what he needed: You win by coming up alongside those you wanted to defeat, and only by controlling your tools, you would be able to achieve victory. Among all, an unwavering confidence is what is the most necessary to achieve victory."

The Chariot is one that enters a fierce battle, and, with its strong determination, comes out victoriously. The Charioteer breaks a path for the Fool amidst his confusion with his example, and paves a way for the Fool to his victory and new future.

Chariot's Determination

In Battle, The Fool's staff is enhanced with mana and a heavy, medieval-like spearhead will appear at the front of the staff. With the unwavering determination that The Chariot has bestowed it, The Fool charges forth with the staff's spearhead to pierce through anything that is in its way, nothing excluded. Piercing attack

XIII - Death

As the Fool left the tree, where he meditated, he walked down the field and saw a black armored skeleton that is riding a white horse. It was death that he saw. The Fool expressed his sadness towards his death, but Death changed his thoughts by stating that death is the only way to reborn as anew. Upon hearing that, the Fool felt light, as if every earthly burden no longer belongs to and binds him down.

Death is, well, death. In the right circumstance, it foresees death. Other times, it foresees a new change, and a new beginning. The Death's Reap bestow The Fool an ability to realize the truth behind death, and therefore granted it, also, the power to show the true face of death to others. The only way to understand death, however, is experience it.

Death's Reap

In battle, The Fool becomes the one who Death has bestowed his scythe to. By channeling mana into his staff, The Fool creates a scythe blade at the end of the staff, and with the scythe of the Death, he aims for the head and the cockpit of the opponent and steal away its core control. In front of Death, everyone is equal. Nuff' said

XIV - Temperance

The fool wondered how he could reconcile the two absolute opposite that he had faced in his journey, death and birth, material and spiritual. It was then that he saw a winged figure that poured fire and water together, and mixed the two together. Amazed, the Fool asked the angel how he managed to do such impossible thing. The angel replied that any opposite can be made to harmonize together, simply with the right vessels and right proportions. If one believes, however, that the two will never mix together, then it will forever stay opposite.

Temperance is moderation. It is the merging of two seemingly impossible opposites. By mixing two completely opposites together, it is possible, then, to create something new, something powerful. The only thing needed for The Fool to do is to find a way to contain the two complete opposite together.

Temperance's synchronization

In battle, Code: Temperance will synchronize the two seemingly absolute opposites that exists in "The Fool" together: the shapeless and mysterious energy called mana and the mechanical and sturdy staff of the fool. By channelling mana through the staff, Temperance will change the staff into a gun-shaped weapon. excess mana will then form into a shape of bullets, and loads the rifle-shaped staff with energy blast. When "The Fool" fires several bullets and the target is hit by the consecutive bullets, they will first explode into a burning flame, and then quickly die into a frosting surface that hold still the opponent's movement. By the idea of burning an opening into the internal structure of the mecha and freezing the the destruction that the burning causes, the bullets creates a continuous destruction on the opponent's structure, and eventually hinder the opponent's movements and attacks, or even destroy the opponent's unit from the inside. F Type weapon that also inflict burn effect after a certain round count.

XV - Devil

The Fool came in front of a half goat half god, and notices that naked human were collared and chained to his throne. These human were absorbed in their luxurious and corrupted activities, sex, drugs, alcohol, money, food. Finding his deepest desire begins to creep up on him, the fool pronounced to the creature that he would not give in. The Creature then replied to him, that these people are willingly enslaved by him. These people were the people who decided to give in to their desire, and therefore trapped and encaged.

Upon the encounter of the devil, the fool came to realize his true desire. By either accepting it, avoiding it, or fearing it, the fool is either entrapped or freed from his desires. It is up to him to decide how would he deal with this desire that the devil has bring out from his inner self.

Devil's temptation

In battle, The Fool channels mana to change his staff into a strong, long, black chain, one end with a strong black ball attached, another end with a sharp diamond shaped dagger attached. By swinging the ball at and tying the chain around its opponent, the Fool entraps its opponent within the chain that attacked it. By channeling mana through the chain to create a zap-like energy burst onto its opponent, the chain will also leave its opponent stunned and unable to do anything else at the meantime when it was attacked and trapped in devil's grasp. Attack with stun effect

XVI - Tower

After accepting and facing his deepest desires, the fool encounter an extremely magnificent tower that he built in the past to show how he was better than everyone else . He saw that arrogant men like his old self lived at the top of the tower. He was terrified to see such scene, as it proved that he has not leave his old arrogant self behind, even though he was no such great person that he thought he was. Disbelieved, he let out a shout. As the shout was pronounced, a thunder struck down and destroyed the entire tower, along with the arrogant men.

The fool was shaken to the core. He was afraid and grieved. However, he had also gained a clarity. It was as if everything in the world has finally became clear to him as the one and absolute truth, after he has destroyed the lies about and within himself.

Tower is the revelation of the lies behind the seeming truth. It destroys the facades, and leave room to build new, absolute truth.

The Tower's stampede

Code: Tower is a code that is designed to crush the opponent's old truth, be it the unit or the opponent's belief in war and such. Therefore, Code: Tower takes the form of a strong hammer created from mana, aiming to crush through the barrier and into its opponent's armor to deliver the bare truth. In battle, Code: Tower manifests as a heavy hammer blow from the top to the bottom, aiming to crush anything between itself and the earth into shattered pieces. 1 hit Break attack.

XVIII - Moon

Following the guidance of the star, the fool was led to the world of the moon, a place that he has once glimpsed behind the High Priestess's veil and felt once when he was hanging from the tree. Now he has entered this world, where poets, artists, musicians and madmen know well. This world of allures, natures, fantasies and mysteries.

As the Fool walked along the land, he found himself on a river. He had two choices. He could either live with the wolves and lose himself in the illusion, or follow the boat on the river and trust himself to the river. As he entered the boat, he felt an approving gaze that he once felt when the High Priestess approved him.

The Moon is all about visions, illusions, madness and genius. By bringing himself and the opponent into a world of nothing but illusions, The Fool is able to lead its opponent dismay, while it comes out scratch-less from said illusion.

Moon's trickery

Code: Moon play tricks on opponent's visualization. While a pilot flies a mecha, not only does he bases his judgment on the radar, but even more times on what he sees with his bare eyes. When Code: Moon is activated as the striking move, the unit lets out an aura of mana surrounding its opponent and itself, and creates a dreamy vision of several "The Fool" unit in the surrounding, even though there really only is one. At the meantime, "The Fool" finds opening in the opponent's movement, and, with the bow-shaped mana-enhanced staff, "The Fool" unloads Artemis' arrows upon its opponent mercilessly. X attack

XIX - Sun

Eventually, the fool woke up from his night in the Moon's world, and found himself in a walled garden. A child came up to him, and invited him to play. Innocent, cheerful and curious, the boy asks the Fool questions, simple but profound questions.

The fool pauses at one point, and looks up at the Sun. A smile came up on his face. He has long been this cheerful ever since he departed into the spiritual journey. At the end, the Fool asked who the child is. The child say, "I am You, the New you". The fool then realizes that everything that he sees right now is within him. He has just found his light within himself.

The Sun is glory, gain, triumph, truth, success. It is completely opposite from all what Moon represents. It is a card of energy.

Sun's Truth

Code: Sun is the completely opposite from Code: Moon. Instead of creating vision to confuse its opponent, Code: Sun strikes frontal and in a straightforward manner. Code: Sun enhances the staff that the Fool uses with a high aura concentration, and increases the power that the staff can utilizes by multiples. The Fool then strikes its opponents with the staff in a straightforward, sturdy, honest manner. However, the moves that the Fool uses also exhibits an extremely strong and aggressive aura that is strong enough to parallel the strength of the attack itself, as well as frighten its opponents with Code: Sun's overwhelming power. Strong Melee attack

XXI - The World

The fool stepped on his final step, and, bemused to, find himself at where he started, the cliff that he first set off at to his first journey. However, he felt different. He felt that now, he can leave his body to pursuit a journey for his soul, and vise verse. He feel that now he is able to see the world as a whole. There, he jumped, and soared. He flew higher and higher, until he see the world. There, he dances with the stars, and became one with the universe.

Every journey will eventually reach its end. Every fool will eventually reach the end of the world, and arises to the inevitable end whether they wishes for it or not. The end is destined to come, in the difference of a matured or an immature time. In either case, the end is destined and inevitable. There is no way of preventing such thing to happen. There is also no way of trading earthly possessions or spiritual knowledge for delaying such end. The end will come to every fool as his ultimate destiny: the eternal, enlightened rest.

The World, to "The Fool"'s opponent, signifies the end of their journey. It is the end of one's endless travel in both material and spiritual world. However, the only way to end such endless journey is the really eternal rest of the pre-existing world. Therefore, by utilizing the power of World Creation, "The Fool" will be able to destroy its opponent, along with the opponent's world.

World's End

In battle, the Fool can utilize the power of creation to transform itself into an area-engulfing mass destruction mecha to destroy all units, along with ground area that the unit lies, within its reach. The Fool channel 1/3 of its maximum mana capacity into a concentrated ball that it throws onto the ground. Upon touching the ground, the mana explodes and the pure mana energy explodes into a highly destructive heat wave that melts and destroys any unit in its range. However, the mana that is required for such deconstruction and reconstruction of the area is so immense, that the unit can only use it once per fight. Map Hissatsu. Barrier pierce. Rounds lock.

Edited by Vayu

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AFXXII-00 "The Fool"

Statistics:

HP: 4200, EN: 190, Agi: 260

IS: 2, Move: F/G, Size: M, Rank: 13

Weapons:

[F] Melee (M)- 600 damage [+0%]

[F] Fool's Staff (M)- 1200 damage [+0%]

[F] Empress's Touch- 1500 damage, EN Drain 10%, 20 EN/attack [+10%]

[F] Emperor's Authority (V:5)- 800 damage/5 EN [+10%]

[F] Chariot's Determination- 2800 damage, Armor Pierce, Barrier Pierce, 20 EN/attack [+10%]

[F] Death's Reap- 3500 damage, Accuracy Break, 25 EN/attack [+0%]

[+] Temperance's Synchronization (F:3)- 1000 damage/8 EN, Burn & Stun [+10%]

[H] Devil's Temptation- 3800 damage, Stun, 30 EN/attack [+10%]

[F] The Tower's Stampede- 4400 damage, Armor Break & Barrier Break, 35 EN/attack [+0%]

[+] Moon's Trickery (SX:8)- 400 damage/3 EN [+10%]

[F] Sun's Truth- 5000 damage, Barrier Pierce, 40 EN/attack [+30%]

MAP Attacks:

[H] World's End (I:10)- 7000 damage, Barrier Pierce, 50 EN & 1 round. Rounds Locked [+0%]

Inherent Abilities:

1) Arcana Mecha

2) Beam Shield

3) Countercut: Fool's Staff, Death's Reap

4) Countershoot: Temperance's Synchronization, Moon's Trickery

5) HP/EN Regen S

6) Fortune Lady's Favorite (4) Same effects as Double Image

7) Pope's Prayer (Barrier): Same effects as Barrier M

8) Judgment's Balance (Armor): Same effects as Yata no Kagami

9) World's Birth (System): Same effects as System LIDER Req: 5 Evolution Points.

10) Strength's Firmness: Same effects as Aggressive Beast Mode

11) High Priestess' Third Eye: Same effects as A.R. Chip

12) Hanged Man's Vision: Pay 20 EN to gain the effects of EWAC.

13) Snipe: Temperance's Synchronization [+30%]

Purchasing Cost: 900 Credits

Pilot Slots: 2

Cost to be added: 1950 Credits <-wasn't this free? (Akita)

Edited by Akita

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Everything looks alright except the fact that I didn't have to pay the price.

Damn it Basu. ;-;

Vayu Approves.

Edited by Vayu

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Project Taiko - Cont.

Wada Katsu

The passive introvert counterpart of Wada Don. Completely opposite from his twin brother, Wada Katsu is a more reserved person. He prefers more smooth and slower music that would smoothen people's discomfort and pain. He is not as confident in himself as his brother, and thus prefers to stay back and help with encouraging and support the failed, the weak and the injured rather than telling people to march forward. His music seem to help the weaker units to dodge attacks, heal wounds and re-lift pilots' spiritual attendance to the battle. (Defensive stat-booster)

T02 - 013 - Type W "Wada Katsu"

This mecha is based upon the character design of Wada Katsu from the street arcade "Taiko no Tatsujin". Given the initial personality of Wada Katsu, this mecha is designed to provide defensive support to its allies. Its sound attack provides an extra coat of barrier for itself and its allies to prevent damage, as well as serves as a shield against physical attacks such as bullets and rockets. Its sound waves also serves as radar and sound sense distortion to distract opponent's attention to surrounding mecha. Its songs also has the ability to revitalize comrades' energy and encourage them to continue the battle.

Set up time

- Basic melee attack that pushes opponent off the side to create space for oneself to set up stage for the Taiko and the drumsticks.

Practice!

- Basic sound attack. You need practice, after all.

Ki Kyoku ~Season of Asia~

- This song is originally played in a symphony of Traditional Chinese music instrument. The conversion of this song into taiko drum music is done in a wish that the feeling of home and spring can be translated into a language that the Japanese homeland would understand through the change of music instrument. This song has shown an ability to bring calm and peace into a person's heart, and encourages the person to move on from whichever kind of failure he has encountered. Pilots who listens to this song has shown a tendency pay much more attention to his surrounding, and thus increase his aiming and dodging performance in battles.

- Alternate Name: 季曲 ~Season of Asia~

  • Sakura (***): Lv. 2 Minor ACC Boost for short period of time
  • Forest (*****): Lv. 3 Minor ACC Boost and Minor Dodge Cost Reduction for short period of time

Gekkabijin

- This song is inspired by the suggestion of a traditional Japanese beauty that plays her music instrument under the moon. The taiko drum aims to remind soldiers of their own "beauty" back at home, namely their counterpart who is waiting for them at home. Pilots who listens to this song has reported a feeling of warmth and being re-energized mentally, and thus able to perform more accurate attacks and even strike unexpected critical hits temporarily.

- Alternate Name: 月下美人

  • Sakura (****): Lv 2 Minor ACC Boost and - Critical Cost for short period of time
  • Oni (*********): Lv 8 Moderate ACC Boost and - Critical Cost for short period of time

Taiko Ranbo En no Maki

- This song is a legendary script that is made especially for Taiko drum plays. Filled with a passive limitless power of the great nature, it is one of the most intimidating song amongst all Taiko scripts that can be recollected by the scientist. It is known for its huge range of changes in rhythm and playing method, and its ability to create an illusion of amount of armies that is multiple more than the actual amount of people/mecha in the marching army. This particular version of the song creates a tsunami that swallows its opponent by shaping the sound wave the drum emits in a way similar to a tsunami. On several occasions, this song became the killing move of a Japanese Mecha team against other nation because of the song's intimidate element, its illusion and its ability to boost comrade's will and power. It is said, however, that this is not the final form of the hissatsu drum play.

- Alternate Name: 太鼓乱舞 水の巻

  • Sakura (****): Lv 2 Attack, Mobility Break
  • Oni (*********): Lv 6 Attack, Mobility Break, Armor Break

Taiko Samurai

- This song is created with the inspiration of the traditional samurai spirit. Although this song does not have the ability to transform units into samurai units, it does have the ability to remind all allies of the samurai spirit that has been prominent in Japanese culture. Similar to the knight's existence in the west, Samurais have been one of the most elegant and powerful warriors on the land of Japan. Therefore, when the song is played, not only are the allies riled up by the spirit of a samurai, but the enemy would also be subjected to a fierce sound wave attack unleashed by the drum, reinforced by the cries of the allies party.

- Alternate Name: 太鼓侍

  • Sakura (*****): Lv 2 Attack, Allies WPN Boost
  • Oni (*******): Lv 6 Attack, Allies WPN Boost, Stun

Combo Attack/Map Attack

Taiko Ranbo - En. Mizu. Fuu

- This song is a legendary script that is made especially for Taiko drum plays. Filled with vitality and power, it is one of the most intimidating song amongst all Taiko scripts that can be recollected by the scientist. It is known for its huge range of changes in rhythm and playing method, and its ability to create an illusion of amount of armies that is multiple more than the actual amount of people/mecha in the marching army. On several occasions, this song became the killing move of a Japanese Mecha team against other nation because of the song's intimidate element, its illusion and its ability to boost comrade's will and power.

- Through the synchronization of 3 drum plays together, the song's hissatsu ability is finally unleashed. While it might not sound much different, there is much differences to note in the actual execution of the song. The beats evolve faster, and the sound waves that this combo creates has no break. In fact, since the sound waves are synchronized, they actually enhances each other and create bigger sound wave attacks than when the song is played alone.

- Alternate Name: 太鼓乱舞 皆伝

  • Sakura (*****): Lv 2 Base Attack
  • Forest (*******): Lv 6 Base Attack +, Burn, Mobility Break, Stun
  • Oni (*******): Lv 8 Base Attack ++, Burn, Mobility Break, Stun

- This Map/Combo attack requires two Allied Unit with Attack Taiko Ranbo En no Maki and Attack Taiko Ranbo Fuu no Maki respectively to execute. The level requirement of the execution of the song applies to all units.

Inherent Ability

- "Burning Tamashi!": System

- Taiko no Tamashii : Sidekick

- Practice Practice PRACTICE!!: barrier

Essential Knowledge/Equipment

Mechanism - Materialize Sound Wave Technologoy

- While the music do have its effect on allies when allies listen to the drumming of the taiko mecha, there is more added to the system of the mechas produced under Project T.A.I.K.O. At this point in time, human has the ability to materialized sound waves by calculating the frequency and amplitude of a certain sound emitted by an object and displaying the frequency and amplitude in a form of matter powered by electrical energy. Therefore, while it is obvious that music played by the Taiko Mechas has an ability to affect people emotionally, it also has the ability to exert physical damage through the materialization of the sound waves themselves.

System

"Burning Tamashi"!!

- This is it! The legendary "burning tamashi"! After countless days and nights of practice and over three hours of drumming recital and performance, the soul of the taiko drums has finally awaken to its fullest and burn passionately! It is almost like an adrenaline rush for a mecha! You say you want more people to be forced to hear your drums, more people to be impaled moved by your music, dose another two energy drink to get more energy to hit your drums harder, more powerful hits on the actual taiko in front of you to create noise pollution and more attentive audience so that you can stealth your way around? Then let your Soul of Music BURN!!!! (A Taiko series specific system that is similar to Composer (Lexicon). Failed Performance is negated when Burning Tamashi is in effect.)

Barrier

Practice Practice PRACTICE!!

- It is practice day 1! Practice day 2! Practice day 3! Practice day 365.23456! Practice every single day!! Practice is held so often that if you record it down and replay it when you are drumming the actual performance, the records actually helps to nullify attempts by other people to destroy your concert! Ain't that scary and awesome at the same time? (Another version of Sound Barrier)

M.S.W. Field

- A barrier created around the metal surface of of a T.A.I.K.O. unit to prevent damage. By emitting tiny, constant vibration from the internal structure, a T.A.I.K.O. unit is able to reduce and negate damage done to its body when any kind of energy attack comes into contact with its mechanical outer shell. However, upon deployment, it is also possible to adjust the barrier into a concentrated energy shield that blocks only a certain area while attack comes into contact with mecha. In this form, the T.A.I.K.O. mecha has the ability to choose when the shield is activated. However, the energy consumption for this barrier's form is much higher than a normal M.S.W.T field barrier, its use is also extremely limited. (Another Version of Sonic Shield / Beam Shield with a limited use and high EN consumption)

Sidekick

Taiko-no-tamashi

This sidekick can be a main pilot

- Hm? Why a taiko-no-tamashi you asked? Dummy! Of course there is a need for a spirit for the taikos! How else would inanimate objects like taiko play so awesomely and splendidly if there is not a single soul in the taiko itself?!?!

- Taiko Spirit is neutral beings that does not have a bias on their wills. Depending on what they possess, they will develop different personality and behave differently. HOWEVER!! Don't think you can take advantage of such innocent, genuine soul! They all have a pure heart to play sincere, morale boosting music for their friends! .... Okay, not all do, but most do!! You get the general picture, right? (A sidekick that probably host recovery seishin such as hot blood and recharge, as well as boost in either [M] EN or [M] effect. Very highly customizable with certain support for [M] is the goal of the taiko sidekick.)

- When Taiko-no-Tamashi is the main pilot, they will negate the usage of MSWT because, well, they need the energy from the MSWT to function. As much as to the scientists's (and my) dismay, that's how it would work.

- Please beware that since this Taiko-no-Tamashii is a tamashii of a different personality, it should also have a different set of Seishins

~~~~~~~~~~~~~~~~~~~

Mechadon

Self proclaimed rival of the Wada twins. As he is originally a mecha, everything he does ranges from an accuracy perfection of 99.9% to 100%. For some obvious reason, he is unable to ever win against the Wada twins in terms of encouraging people, nor is he able to win against Donko in tending to wounds. However, he is far superior in song performance accuracy and most often terrorizes his enemies with his accuracy and scarily powerful songplay. There are several occasions where he would even break and shatter matter with his performance, intentionally or unintentionally. Well, it might be karma, but he himself suffer from a tendency to explode when he happens to be in a defeated state. Ah, no worries though, he's really easy to be fixed up. (Mecha in the series with pure combat ability, including self explosion, beam attack, and status infliction)

T03 - 002 - Type U "Mecha Don"

This mecha is based upon the character design of Mecha Don from the street arcade "Taiko no Tatsujin". Given the initial design of Mecha Don, this mecha is designed to be a Status inflicter and an attacker. Its sound attack provides substantial physical and mental damage, along with other status attack. Its sound waves primarily serves as a destructive tool against opponent's defense mechanics.

Set up time

- Basic melee attack that pushes opponent off the side to create space for oneself to set up stage for the Taiko and the drumsticks.

Bakudan

- Since Mechadon is a semi-automatic mecha, he do not require practice to begin with. Instead, he has bombs to throw around to deal damage and distract opponents when his allies are setting up for their concert time.

Mecha Laser

- Basic Beam Attack that utilizes mecha's electrical energy to emits strong concentrated light in the form of laser to cause destruction.

Mecha Desu

- This song is a heavy rock song that is being written for Mecha Don as one of his signature song. The heavy rock style creates an immense, ear bearing sound wave that continuously resonate and attack any and all defense mechanics that is being hosted on a unit.

- Alternate Name: メカデス。

  • Sakura (****): Lv. 1 Barrier Break
  • Oni (*********): Lv. 6 Barrier Break, Armor Break

Yami no Tamashii

- This song is a song that aimed to evoke the darkest emotion of human, enemy and allies alike. While the lyrics chanted in the song is incomprehensible, it is noted in observations that the song causes mental damage as well as a decrease in performance of the pilots.

- Alternate Name: 闇の魂

  • Sakura (*****): Lv. 1 SP Attack
  • Oni (**********): Lv. 6 SP Attack, Accuracy Break

Koibumi 2000

- This song narrates the confession of a young girl's love to her romance target. However, the confession is overwhelmed with the mix of heavy metal that one can consider as the ultimate noise pollution and a butcher to the confession. By converting such noise pollution to irregularly patterned, repetitive drums hits, the Taiko player is able to create music that emits an extremely destructive sound wave attack to its opponent.

- Alternate Name: 恋文2000

  • Bamboo (*****): Lv. 3 Attack
  • Oni (**********): Lv. 8 Attack, Stun

Taiko Ranbo Fuu no Maki

- This song is a legendary script that is made especially for Taiko drum plays. Played with superior accuracy and mysterious combo tricks, it is one of the most intimidating song amongst all Taiko scripts that can be recollected by the scientist. It is known for its huge range of changes in rhythm and playing method, and its ability to create an illusion of amount of armies that is multiple more than the actual amount of people/mecha in the marching army. This particular version of the song creates a wind storm that tear its opponent into bits and pieces with the sharp edge that the sound waves are being shaped into when they are created by the drum. On several occasions, this song became the killing move of a Japanese Mecha team against other nation because of the song's intimidate element, its illusion and its ability to boost comrade's will and power. It is said, however, that this is not the final form of the hissatsu drum play.

- Alternate Name: 太鼓乱舞 風の巻

  • Bamboo (*******): Lv. 1 Attack, Stun
  • Oni (*******): Lv. 5 Attack, Barrier Break, Stun

Combo Attack/Map Attack

Taiko Ranbo - En. Mizu. Fuu

- This song is a legendary script that is made especially for Taiko drum plays. Filled with vitality and power, it is one of the most intimidating song amongst all Taiko scripts that can be recollected by the scientist. It is known for its huge range of changes in rhythm and playing method, and its ability to create an illusion of amount of armies that is multiple more than the actual amount of people/mecha in the marching army. On several occasions, this song became the killing move of a Japanese Mecha team against other nation because of the song's intimidate element, its illusion and its ability to boost comrade's will and power.

- Through the synchronization of 3 drum plays together, the song's hissatsu ability is finally unleashed. While it might not sound much different, there is much differences to note in the actual execution of the song. The beats evolve faster, and the sound waves that this combo creates has no break. In fact, since the sound waves are synchronized, they actually enhances each other and create bigger sound wave attacks than when the song is played alone.

- Alternate Name: 太鼓乱舞 皆伝

  • Sakura (*****): Lv 2 Base Attack
  • Forest (*******): Lv 6 Base Attack +, Burn, Mobility Break, Stun
  • Oni (*******): Lv 8 Base Attack ++, Burn, Mobility Break, Stun

- This Map/Combo attack requires two Allied Unit with Attack Taiko Ranbo En no Maki and Attack Taiko Ranbo Mizu no Maki respectively to execute. The level requirement of the execution of the song applies to all units.

Inherent Ability/System

- Self Destruct

- M.S.W. Field: Barrier

- "Burning Tamashi!": System

- Taiko no Tamashii : Sidekick

- WHAT!? I CAN'T HEAR YOU!!! (Skill)

Mechanism - Materialize Sound Wave Technologoy

- While the music do have its effect on allies when allies listen to the drumming of the taiko mecha, there is more added to the system of the mechas produced under Project T.A.I.K.O. At this point in time, human has the ability to materialized sound waves by calculating the frequency and amplitude of a certain sound emitted by an object and displaying the frequency and amplitude in a form of matter powered by electrical energy. Therefore, while it is obvious that music played by the Taiko Mechas has an ability to affect people emotionally, it also has the ability to exert physical damage through the materialization of the sound waves themselves.

System

"Burning Tamashi"!!

- This is it! The legendary "burning tamashi"! After countless days and nights of practice and over three hours of drumming recital and performance, the soul of the taiko drums has finally awaken to its fullest and burn passionately! It is almost like an adrenaline rush for a mecha! You say you want more people to be forced to hear your drums, more people to be impaled moved by your music, dose another two energy drink to get more energy to hit your drums harder, more powerful hits on the actual taiko in front of you to create noise pollution and more attentive audience so that you can stealth your way around? Then let your Soul of Music BURN!!!! (A Taiko series specific system that is similar to Composer (Lexicon). Failed Performance is negated when Burning Tamashi is in effect.)

M.S.W. Field

- A barrier created around the metal surface of of a T.A.I.K.O. unit to prevent damage. By emitting tiny, constant vibration from the internal structure, a T.A.I.K.O. unit is able to reduce and negate damage done to its body when any kind of energy attack comes into contact with its mechanical outer shell. However, upon deployment, it is also possible to adjust the barrier into a concentrated energy shield that blocks only a certain area while attack comes into contact with mecha. In this form, the T.A.I.K.O. mecha has the ability to choose when the shield is activated. However, the energy consumption for this barrier's form is much higher than a normal M.S.W.T field barrier, its use is also extremely limited. (Another Version of Sonic Shield / Beam Shield with a limited use and high EN consumption)

Explosion!!

- When things becomes too intense for Mechadon to handle, he tends to overheat and explodes. Of course, he can easily be fixed up by Donko, but that's only after he explodes and gets recollected from the battlefield. Poor Mechadon. He explodes almost every other time he starts a showdown with the Wada brothers.

Sidekick

Taiko-no-tamashi

This sidekick can be a main pilot

- Hm? Why a taiko-no-tamashi you asked? Dummy! Of course there is a need for a spirit for the taikos! How else would inanimate objects like taiko play so awesomely and splendidly if there is not a single soul in the taiko itself?!?!

- Taiko Spirit is neutral beings that does not have a bias on their wills. Depending on what they possess, they will develop different personality and behave differently. HOWEVER!! Don't think you can take advantage of such innocent, genuine soul! They all have a pure heart to play sincere, morale boosting music for their friends! .... Okay, not all do, but most do!! You get the general picture, right? (A sidekick that probably host recovery seishin such as hot blood and recharge, as well as boost in either [M] EN or [M] effect. Very highly customizable with certain support for [M] is the goal of the taiko sidekick.)

- When Taiko-no-Tamashi is the main pilot, they will negate the usage of MSWT because, well, they need the energy from the MSWT to function. As much as to the scientists's (and my) dismay, that's how it would work.

- Please beware that since this Taiko-no-Tamashii is a tamashii of a different personality, it should also have a different set of Seishins

Sidekick Skill

WHAT!? I CAN'T HEAR YOU!!!

- No, like, seriously. Do you really expect me to hear you when I am practicing with my Taiko drumming skill, when Taiko is such a loud music instrument to begin with? You must be kidding. (Immune to sound attack)

~~~~~~~~~~~~~~~~~~~

Donko

A shy but passionate little drum that follows the Wada twins around. She is the "nurse" character of the crew, with her delightful and caring personality and wide knowledge in repairing things, though one must wonder why she could repair better than Mechadon, when Mechadon is the mechanic, supposedly. Although she hates fighting and tends to run away from them, she is a jack-of-all-trades in terms of her music, in that she could do a little bit of everything. However, she prefers to help through a physical mean, in that she'd rather go around, tend to wounds of soldiers and units, and sing and dance for them to cheer them up. Well, of course, she also cooks for them. Who else would be the chef if the only girl in the crew isn't? (Repair, Regen unit with 1-2 stat boosting songs/attacks)

T04 - 009 - Type E "Donko"

This mecha is based upon the character design of Donko from the street arcade "Taiko no Tatsujin". Given the initial personality of Donko, this mecha is designed to provide recovery support to its allies. Its sound attack emphasize on increasing pilot's performance. It is equipped with equipments that provides mechanical support to in-battle mechas.

Set up Time

- Basic melee attack that pushes opponent off the side to create space for oneself to set up stage for the Taiko and the drumsticks.

Donko no Faasuto Deeto

- This song carries a cheerful and relaxing tone, similar to the personality of Donko, the character from the arcade. By playing such a heart-calming tone on the taiko, "Donko" is able to re-energize pilots that are worn out from the long battles and improve their concentrate on the battle through this process..

- Alternate Name: どん子のファーストデート

  • Sakura (***): Lv. 2 Minimal ACC and Dodge Rate Boost for a short period of time
  • Forest (***): Lv. 4 Minimal ACC and Dodge Rate Boost for a short period of time. Minimal SP Recovery

Hyakkaryoran

- This song carries a Traditional aura within its music play. It is also leaning towards the goal of provoking a cheerful, spring-festival-esque feeling in people that listens to it. Pilots who listen to this song tends to feel calm and free from all worries.

- Alternate Name: 百花繚乱

  • Sakura (***): Lv. 1 Negate all Negative Status Effect, Minimal Morale Boost
  • Forest (****): Lv. 4 Negate all Negative Status Effect, Moderate Morale Boost

Inherent Ability

- "Burning Tamashi!": System

- Taiko no Tamashii : Sidekick

- Wait a minute, I have bandages for you~ (Repair)

- It's injection time~ (Resupply)

Mechanism - Materialize Sound Wave Technologoy

- While the music do have its effect on allies when allies listen to the drumming of the taiko mecha, there is more added to the system of the mechas produced under Project T.A.I.K.O. At this point in time, human has the ability to materialized sound waves by calculating the frequency and amplitude of a certain sound emitted by an object and displaying the frequency and amplitude in a form of matter powered by electrical energy. Therefore, while it is obvious that music played by the Taiko Mechas has an ability to affect people emotionally, it also has the ability to exert physical damage through the materialization of the sound waves themselves.

System

"Burning Tamashi"!!

- This is it! The legendary "burning tamashi"! After countless days and nights of practice and over three hours of drumming recital and performance, the soul of the taiko drums has finally awaken to its fullest and burn passionately! It is almost like an adrenaline rush for a mecha! You say you want more people to be forced to hear your drums, more people to be impaled moved by your music, dose another two energy drink to get more energy to hit your drums harder, more powerful hits on the actual taiko in front of you to create noise pollution and more attentive audience so that you can stealth your way around? Then let your Soul of Music BURN!!!! (A Taiko series specific system that is similar to Composer (Lexicon).)

Sidekick

Taiko-no-tamashi

This sidekick can be a main pilot

- Hm? Why a taiko-no-tamashi you asked? Dummy! Of course there is a need for a spirit for the taikos! How else would inanimate objects like taiko play so awesomely and splendidly if there is not a single soul in the taiko itself?!?!

- Taiko Spirit is neutral beings that does not have a bias on their wills. Depending on what they possess, they will develop different personality and behave differently. HOWEVER!! Don't think you can take advantage of such innocent, genuine soul! They all have a pure heart to play sincere, morale boosting music for their friends! .... Okay, not all do, but most do!! You get the general picture, right? (A sidekick that probably host recovery seishin such as hot blood and recharge, as well as boost in either [M] EN or [M] effect. Very highly customizable with certain support for [M] is the goal of the taiko sidekick.)

- When Taiko-no-Tamashi is the main pilot, they will negate the usage of MSWT because, well, they need the energy from the MSWT to function. As much as to the scientists's (and my) dismay, that's how it would work.

- Please beware that since this Taiko-no-Tamashii is a tamashii of a different personality, it should also have a different set of Seishins

Edited by Vayu

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T02 - 013 - Type W "Wada Katsu"

Statistics:

HP: 3000, EN: 150, Agi: 220

IS: 3, Move: G, Size: S, Rank: 6

Weapons:

[F] Set up time (M)- 1100 damage [+0%]

[H] Practice (S)- 1300 damage, 5 EN/attack, Sound Attack [+10%]

[M] Ki Kyoku ~Season of Asia~ (V:5)- 700 damage/3 EN & Accuracy Boost 20%, Sound Attack [+10%]

[M] Gekkabijin (V:5)- 700 damage/3 EN & Accuracy Boost 20%, Sound Attack [+10%]

[M] Taiko Samurai (SV:5)- 700 damage/3 EN & Attack Boost 20%, Sound Attack [+10%]

[M] Taiko Ranbu Sui no Maki (V:10)- 1000 damage/5 EN & Mobility Break, Sound Attack [+30%]

Combo Attack:

[M] Taiko Ranbu - En, Sui, Fuu (V:10)- 1500 damage/5 EN & Mobility Break & Burn & Stun, Sound Attack [+50%]

Inherent Abilities:

1) Taiko

2) Countercut: Requires Martial Arts Mastery.

3) Sound Barrier (Barrier)

4) Burning Tamashii (System) Same effects as Composer (System)

5) Taiko-no-Tamashi (Wada Katsu) (Sidekick)

6) Materialize Sound Wave Technology: You may reduce final damage by 50% to have your [M]-type attacks damage a non-Protodevlin target.

7) Ki Kyoku ~Season of Asia~: If resource cost is paid 3 or more times, attack gains Mobility Boost 20%

8) Gekkabijin: If resource cost is paid 5 or more times, an ally targeted by the attack are under the effect of the Morale Spirit Command

9) Taiko Samurai: If the resource cost is paid 3 or more times, enemies hit by this attack also receive Stun.

10) Taiko Ranbu Mizu no Maki: If resource cost is paid 5 or more times, attack gains Armor Break

11) Taiko Ranbu - En, Mizu, Fuu: Requires allies with Taiko Ranbu En no Maki, Taiko Ranbu Fuu no Maki, and Taiko Ranbu - En, Mizu , Fu

Purchasing Costs: 250 Credits

Taiko-no-Tamashi (Wada Katsu)

Class: Sidekick

Description: How else would inanimate objects like taiko play so awesomely and splendidly if there is not a single soul in the taiko itself?!?!

This Sidekick can be a Main Pilot

Level 5 (2050 PP)

Attributes:

- None

Spirit Command:

- Prayer [L1]

- Hot Blood [L2]

- Duty [L1]

- Great Effort [L2]

Skills:

- None

===

T03 - 002 - Type U "Mecha Don"

Statistics:

HP: 3000, EN: 150, Agi: 220

IS: 3, Move: G, Size: S, Rank: 6

Weapons:

[F] Set up time (M)- 1100 damage [+0%]

[+] Mecha Laser (B)- 1300 damage/3 EN [+0%]

[+] Bakudan (S)- 1500 damage, 5 rounds [+0%]

[M] Mecha Desu (V:5)- 700 damage/3 EN & Barrier Break, Sound Attack [+10%]

[M] Yami no Tamashii (V:5)- 700 damage/3 EN & SP Damage (10), Sound Attack [+10%]

[M] Koibumi 2000 (V:5)- 1000 damage/5 EN, Sound Attack [+10%]

[M] Taiko Ranbu Fuu no Maki (V:10)- 1000 damage/5 EN & Stun, Sound Attack [+30%]

Combo Attack:

[M] Taiko Ranbu - En, Sui, Fuu (V:10)- 1500 damage/5 EN & Mobility Break & Burn & Stun, Sound Attack [+50%]

Inherent Abilities:

1) Taiko

2) Countercut: Requires Martial Arts Mastery.

3) Sound Barrier (Barrier)

4) Burning Tamashii (System) Same effects as Composer (System)

5) Taiko-no-Tamashi (Mecha Don) (Sidekick)

6) Materialize Sound Wave Technology: You may reduce final damage by 50% to have your [M]-type attacks damage a non-Protodevlin target.

7) Self-Destruct

8) Mecha Desu: If resource cost is paid 5 or more times, attack gains Armor Break.

9) Yami no Tamashii: If resource cost is paid 3 or more times, attack gains Accuracy Break.

10) Koibumi 2000: If resource cost is paid 3 or more times, attick gains Stun.

11) Taiko Ranbu Fuu no Maki: If resource cost is paid 5 or more times, attack gains Barrier Break

12) Taiko Ranbu - En, Mizu, Fuu: Requires allies with Taiko Ranbu En no Maki, Taiko Ranbu Mizu no Maki, and Taiko Ranbu - En, Mizu , Fu

Purchasing Costs: 250 Credits

Taiko-no-Tamashi (Mecha Don)

Class: Sidekick

Description: How else would inanimate objects like taiko play so awesomely and splendidly if there is not a single soul in the taiko itself?!?!

This Sidekick can be a Main Pilot

Level 5 (2150 PP)

Attributes:

- None

Spirit Command:

- Exhaust [L1]

- Hot Blood [L2]

- Sure Hit [L1]

- Great Effort [L2]

Skills:

-

Cost to be Added: 1020 credits Approved by Nimbus

-Question: Shouldn't that be Sui, not Mizu? Since the variety is En and Fuu, not Honou and Kaze

Edited by Nimbus Noa

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Whoops, it's supposedly Sui, En and Fuu for the three attacks. Please edit that for me.

Also, the second taiko no tamashii should have been MechaDon instead.

Reminders:

Due to the new attack added, Wada Don gets a new combination attack too.

There is also a separation between the 3 taiko no tamashii now, including the one in the cdb lexicon.

Donko may have been left out.

Everything else looks fine. Will pay for once the name is edited.

Wada Katsu and Mecha Don (1020 Credits) are PAID FOR. BANZAI!!!

Edited by Vayu

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Dai Tsuchi Whack-a-mole Oh

History:

I STILL CAN'T HIT THOSE FREAK'IN MOLES!!!!!

After the creation of Tsuchi-Oh, the engineer should have been happy because the mecha is supposed to help him in hitting moles. And indeed it did, for the first few days. Even though during those days, the arcades kept on being destroyed one after another, the engineer was happy. At least he has, for once, had the ability to hit those moles.

That is, until the engineer brings the Tsuchi-Oh to the Mecha Olympics, an event held every year for people's creation to compete in all sorts of strange events. Of course, Whack-o-mole is one of them.

The 127M, 23 ton Super Robot, of course, stunned people when they heard that its sole purpose was to whack moles, because, the destructive power was far beyond what they have expected to be installed in a mecha that's used for mole whacking.

The results that the young engineer and the Tsuchi-Oh received was, also, far beyond what they have expected- in a bad way.

Reason? After a long, 20 hours marathon battle against the giant whack-o-mole arcade machine, Tsuchi-Oh DID improve on the accuracy of mole hitting by a great amount of 5%, but almost failed in every other aspect. By the time 3 hours hits, Tsuchi Oh's hammer is breaking. By the time 7 hours hits, the core is overheating. By 8 hours, Tsuchi Oh was using his fists, and of course, the damage was far beyond what was calculated. Well, the young engineer's stubbornness was impressive, but it was also impressive in the eyes of the viewers on how insufficient yet durable Tsuchi-Oh is in completing its tasks. In the end, Tsuchi-Oh was praised to be one of the most durable mcha of the Mecha Olympic year. Yet, the young engineer was not impressed. Why?

Endurance is not what he wants!!! It is those freak'in moles that he wants to hit!!!!!

Thus, the engineer starts another journey to make an evolution of Tsuchi-Oh, based on the data that he received and researched on after the Mecha Olympic. He dissembled Tsuchi-Oh, and rebuilt the mecha from its original frame, and made several modification to the mecha using the parts that was originally on Tsuchi-Oh. This time, he made a power-up version of Tsuchi-Oh, naming it Dai Tsuchi-Oh. He gave the rebuilt mecha a stronger hammer, an energy aura to protect the hands of the mecha (yes, an energy aura), another three layers of reinforced DIAMOND armor (Yes, he went so far as to use DIAMOND to reinforce the armor), and a new "overdrive" feature on the core. After all, why not make use of an overheating core and turn it into some kind of new power to HIT MORE MOLES!?

The young engineer basically considered every other option that he has, except one - he never considered to actually slow down and imporve the accuracy of the macha, or himself. It is most probably that his mecha, once again, fails in hitting moles. But that's another story in its own.

Well now, will the young engineer be able to win against the mole machine? God knows. Maybe one day, some time, he will find a new girl friend who doesn't mind him being a complete failure in whacking moles, and they can have a happy life ever after, without the problem of not being able to hit a single mole.

Essential Knowledge

Previously on Tsuchi-Oh....

Desperate Core:

- No, you really don't get it. I am willing to even burn my soul away just to hit those moles. So, damn, just LET ME HIT THOSE MOLES!! ;-;

It sounds really pathetic, but even after the Tsuchi-Oh has been created, the engineer still has not been able to hit a crap at all. What happen, then? Well, nothing. What else can you do, except for rolling up your sleeves with your eyes in tears and your grips in blood, toughen your fist up and hit much harder than before?

For that purpose, the engineer has installed a "Rage" meter detector in his unit. What for? Well, it is more of the switch to a "limiter-off" device that he uses whenever he get too frustrated with hitting the moles, a.k.a. a cheating system. What does the limiter-off system does? Exactly the actions mentioned above. It allows you to hit harder, last longer while you bleed, and, maybe, just maybe, dodge some furious mole attacks.

Let's go! It's a life or death battle between me and you!! You freak'in Moles!!!" System: Soul drive

Courage of the Bold:

- No, I am NOT ashamed! Rather, LET ME TRY AGAIN!!

Bold. Just another nicer way to describe the not-giving up engineer. Seriously, when a 5 years old can beat you in such a simple game, you really should be ashamed of yourself. But no, the Engineer is bold and forward. The creation of such a thickskinned courageous person, of course, does not lack in its stand-firm department. You want to bend Tsuchi-Oh's stubborn neck? Sure. First, convince the engineer that he absolutely fails in hitting moles, even after spending 20 years of his life in it. Impossible? Well, then, it'd be impossible to crack the armor of such a stubborn unit, too. There IS a reason why the unit weighs so heavy. The engineer DID purposely lay 3 layers of Armor onto it, just to ensure that no moles can change his mind. Heavy Armor / High Damage reduction

Undying Straightforward March!

- I REFUSE to believe that I can't do it! I CAN do it! Until then, I will NOT give up!! Wait for me, you freak'in moles!!

What else are you expecting from a person who hasn't given up on a game that he completely sucks at even after 20 years of trying? Courage? Stubbornness? Both matters. But what matters more is the never-dying passion and firm will! Well, in the Engineer's case, the strong life force of a cockroach. It just DOESN'T DIE!!!

... Though, even if the Engineer's will last, the mecha doesn't. What, you expect the mecha to still be standing after 300 hours of whack-a-mole in action? Hell no!

Then something has to be done.

For the sole purpose, the Engineer has asked for help from his super genius Computer Science friend, and installed a small program called "repair bug" into tiny, almost invisible little robots that is soluble in Tsuchi-Oh's fuel and runs through its body. Which means? Well, when the Engineer's fist is gripping in blood and his eyes are bloody as hell, his mecha still has the ability to keep up with his freak'in stubborness because his damage is far less than yours thanks to the bugs' repairing.

Heck, that caused him a fortune to obtain. He better have the ability to hit some mole now!HP Regen

Iron Hammer [shield]

- Just because I can't hit you doesn't mean you can hit me!

There are so many times when the Engineer can't hit the mole, and got hit by the flying moles that he is battling instead. A bruise here, a bruise there. He constantly have so many bruises on him, and he gets even more fed up with the moles. Though he loves the game, having such cocky moles are not acceptable.

Therefore, he made a countermeasure in his unit. How? Oh that's easy. A shield! But there is no place to hold a shield. The hammer is already occupying two hands as is. So what can he do? Even easier. He'd use the hammer as the shield!!! It's not like he'd lose a piece of meat or two if he lets the mole hit the hammer instead of him!

But the hammer still can't block everything, can it? There, the Engineer adds another little bit of element. Explosives. He made the hammer so that it will release a nest of electromagnetic field that covers the unit's entire body, and whenever a flying mole tries to go pass that net and hit him? Hah! The tiny firecracker powders of explosive will explode in the moles' face and repel them!! Not only will that reduce the damage that is done to himself, but it would also harm the moles!! Genius, right!? No more bruises anymore!

New Features:

Desperate Overdrive

- God damn it! Just because the core over heats doesn't mean the entire mecha has to shut down and restart! Can you see how many freak'in moles slipped by!?!?

This is a feature that the young engineer has recently added onto the core of Tsuchi-Oh, aiming to transform the heat energy that the over heated system emitted into a new form of energy to power up Tsuchi-Oh instead of shutting it down. By placing a thin absorption plate right on the surface of the engine, not only did the engineer have solved the problem of overheating, but also allowed the heat to be absorbed into a specific location in the core that allows the mecha to translate the heat into another form of energy. This heat energy collected from the core is stored and used to provide the mecha a temporal super extra boost on the destructive power from the engine, the extra networking of energy on armor for protection purposes, and a mobility boost to increase reaction time of the mecha to somewhat avoid mole invasion onto breaking the armor. However, there is a limit to how much energy can be stored in this one small tank at the side of the core, and there is also a limit on how much heat can the absorption plate can translate into energy. Therefore, the energy charge is temporal, and has a limited amount of use in a period of time. Temporary ATK, DEF and -DC boost, has a limit on the time that can be used. After all rounds used up, disable desperate core since the system overheated and "burned down".

It's better than nothing~

Will of the Diamond

I am not going to let you freak'in moles have your way damn it!

After evaluating the damage on the armor of Tsuchi-Oh, which, in all honesty, isn't all that bad, the young engineer decides that there is a need to strengthen the armor, so that even if the unit cannot hit the moles at first, the mecha can at least withstand the possible damage that the mecha receives from the moles and from its own overwhelming strength, and possibly outlast the moles. With that idea in mind, he stacks another 3 layers of armor onto the mecha, one of which is made of dimanod dust and compound metal that reinforce the armor's strength. He also weaved into that layer of armor a wire net that allows energy to pass through the diamond armor. When the moles hits and/or when the rocks and metals flys from the impact of the hammer, the small wire net will be able to detect the smaller of these particles, and either tighten the wire via the energy provided to decrease the damage, or widens the armor to reduce the armor damage by using raw energy to break the small matters down. For some reason, it actually worked. Even stronger armor if possible, and limited damage negation

Fist Gloves of GUTS!!

It doesn't matter if the hammer shatters! All you need is your first and your GUTS!

Taking into evaluation that the hammer is actually rather fragile under the huge destructive raw power that Tsuchi-oh has, the engineer decides that maybe it's a better idea to have a back up plan- the fists. Well, that was what he resorted to after Tsuchi-Oh's hammer break, after all, so why not? It wasn't against the rule, either. So all is good, no?

With that in mind, the engineer reconstructed the fist component of the mecha and inserted an energy emitter that is directly connected to the core. By transforming some of the energy from the core into a form of coating on the fists of the mecha, the mecha is now able to be equally destructive with its own fists as with its hammer.

The engineer also has implanted an alternate purpose of the energy emitted by the fists. In fear that the destructive power of the moles, or the possible explosion that arcades may bring to the mecha, the engineer has created a function of the energy emitted to become a sort of energy umbrella to protect the mecha from harm. Of course, it sounds girly and cheezy, but it is better than having the moles exploding into his face and destroying the mecha by constant bombardment of bombs to wear it down. Since the energy transmitter is installed in both hands, it is actually, for once, possible for the mecha to not drop the hammer and still can defend against the mole bombardment. Ability to attack even without the hammer. Barrier.

Diamond Dust Hammer! [shield]

For the sturdy diamond! For the glory of Mole hitting!

Along with the development of the new diamond-metal armor creation, the engineer also has revamped the design of the hammer. Although the hammer still looks the same from any and all perspective, the material that makes the hammer is now the very definition of "unshatterable hammer". By enhancing the hammer with also a coat of the newly developed diamond-metal plate, the hammer is now more destructive than before, more heavy than before, and more durable than before. Of course, the risk of dropping the hammer on your foot is not a feasible one, because you will end up crushing your toe. And the young engineer swore on his eternal possibility to hit a mole (not that he has much of it), so you better believe it. Even sturdier shield, and increase in the shield use/durability of the shield.

Attacks

Disclaimer: The poor accuracy of this unit is entirely and only because the engineer is the person who is piloting it. It has absolutely no correlation with the lock-on system in the unit itself. The engineer is just THAT bad in the game.

After evaluation, the engineer decides to take out some useless mole smashing routine and some no-brain energy wasting attacks, and add some MORE effective ones into the system. God damn it memory space.

Those that were kept in the system:

Hammer spin

- Okay! Round one!

Essentially, the warm-up step. There has been occasions when the engineer happen to sprain a finger, twist a wrist or break a bone because he was too intense in playing before. Learning from experience, He knows now that warm up is extremely important. Also, it's the easiest way to repel flying moles. Yes, FLYING MOLES!!! Basic Melee, countercut device

Wide-swing Beatdown

- Stay on the board you freak'in moles! *whack*

Remember the flying moles? ... yeah~ for some reason, there are flying moles that would attack you. The only way to block the attack and to convert them back to normal ground digging moles is by giving them a giant, painful wide swing and beat them down onto the ground! countercut

Drum-rum Rapidfire

- I still can't hit it!! Even though I have two hammers!!!"

The engineer often gets way too desperate, and instead of playing the honest way and use one hammer, he separates his specially-made two-sided hammer into two separate mallets to hammer those moles down. Instead of hitting one mole at a time, he can now hit two moles at a time! He can even hammer things like he is playing a drum!

... Only that, he still can't hit crap. Weak multihit "rain-on-down" attack

Chains' 3-hit combo

- For once I tried to aim! And I still can't get it!

For once the engineer tries to actually makes his hits count by aiming before attacking. He even calculated and made sure that he knows what's going to pop up nearby afterwards and aimed at those holes as well to make sure he'd hit three in a row. Let's go! Chain hit! Three in a row! It's gonna hit! ... But no, it still doesn't hit. Medium F:3 attack

Seismic Crash

- I'll rid of every single one of you, from the root of your burrows!!!

There IS, in one case, where the engineer can successfully hit, or get rid of, the moles. By delivering the heaviest blow that he can ever do, he will implant his hammer into the middle of the arcade. Then, he pushes a red button on the handle of the hammer. The face of the hammer, which is implanted into the arcade, will then ignite explosive and just utterly destroy the moles, along with its burrows. Since the explosion happens from within the arcade, the moles just couldn't possibly evade the explosion. Not that they are programmed to do so, anyway. The engineer often does that, when he gets frustrated enough. Usually, he feels nice after doing so, and would go onto another one and destroy that one in the same way.

... Only that, well, the engineer would also have to pay for the huge sum of repair fee for the arcade because it is so destroyed, or simply buy a new whack-a-mole arcade to replace it afterwards.

- Oops. I did it again. Hissatsu, barrier pierce, armor pierce, repair effect applied to target is halved

Dynamic Hammer Explosion

- DYNAMIC!! HAMMA!!!!! EXPLOSION!!!!!!

Just because the engineer is a nut case by the end when he creates the hammer, the unit also has a crazy move. What is that move? As you hear the name, Dynamic Hammer explosion. How does it work? Eh, easy. You yell the attack and smack the hammer down onto the surface of the whack-a-mole arcade game. The surface of the hammer will then squeeze and ignite the firecrackers gunpowder against the surface of the arcade, and KABOOM!! You get all the moles in one go. Only that, well, the destruction is so big that you might break the arcade machine before you even get to the moles. Depending on who is in the unit at the time, eh. Indiscriminant Map attack, stun.

New Stuff:

Shatter Push

- SUMO!!! CRASH!!!!!!

A clear-cut, focused palm crush that Dai Tsuchi-Oh do with one hand to either push back or hit down an incoming flying mole. The push utilizes the energy transmitter to increase the power of the attack by degrees adjusted to be just enough to counter act the flying moles. God knows, if a gigantic flying mole comes into the way, Dai Tsuchi-Oh will probably still need to crash it back down with the slight push on his hand, and immediately hit it with the hammer on its other hand. Simple (M) countercut

CheaterMeteor Stomp

- Hell no I am not cheating!... maybe I am, just by that little bit.

This is a series of fist stomping on the moles the creeps up from the arcade. When the engineer gets too frustrated with the hammer, he decides that his hands will probably be a much better option. The fists, of course, are much more destructive than the palm crashes, since, uh, they are fists enhanced with energy. By using Dai Tsuchi-Oh's fists like his hammer, not only did Dai Tsuchi-Oh's accuracy increases (even just by a tad bit), but he hits faster, harder, and his destructive power reaches much more of the mole holes as well. After all, he saved up on the time and energy needed for him to raise the hammer and throws it down again. That's energy conservation alright. Powerful (M) multihit attacks.

Diamond Thrash!!!

- Screw you moles! I am getting rid of you from your ROOTS!!!

You know, when you get fed up with something, you just don't want to deal with it anymore? Even the young engineer, who is always so passionate about whack-o-mole, gets feed up sometimes. At this point, what do you do? You just throw the hammer away and take a break.

As imagined, Dai Tsuchi-Oh also does that- at a point when it's fed up enough about the freak'in moles, it throws the brand new bling bling diamond hammer at the arcade itself, and rids of the mole from the very root of its existence. Of course, it is against the rules, but hey, it may be proven to be the most effective way that Dai Tsuchi-oh, or the young engineer can ever come up with to successfully "hit the moles". Besides, the hammer doesn't break~ It's made of Diamond! All you have to do, is throw it, and pick it up, and throw it again! Oh, and did I fail to mention the super shiny powerful firecrackers gunpowder that explodes upon the contact between the hammer and the arcade? Yep, the arcade is sure to be broken. But eh, who cares? The young engineer has all the money in the world to replace them arcades. Powerful one hit, MAP attack

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Dai Tsuchi-Oh

Statistics:

HP: 11000, EN: 220, Agi: 350

IS: 2, Move: F/G, Size: LL, Rank: 13

Weapons:

[F] Melee (M)- 1000 damage [+0%]

[F] Shatter Push (M)- 1400 damage [+0%]

[F] Diamond Dust Hammer (M)- 1600 damage [+0%]

[F] Hammer Spin (M)- 1800 damage [+0%]

[F] Wide-swing Beatdown (M)- 2500 damage, 5 EN/attack [+0%]

[F] Drum-rum Rapidfire (SF:6)- 600 damage/4 EN [+10%]

[F] Chains' 3-hit combo- 1300 damage # 3, 20 EN/attack [+10%]

[F] Meteor Stomp (ASF:4)- 1400 damage/10 EN, Barrier Pierce [+10%]

[F] Seismic Crash- 5500 damage, Armor Break, Barrier Pierce, Drill, 30 EN/attack [+20%]

MAP Attacks:

[H] Dynamic Hammer Explosion (I:4)- 4000 damage, Drill, 30 EN/attack [+0%]

[H] Diamond Thrash!!! (T:5)- 5000 damage, Barrier Pierce, 1 round, Rounds Locked [+0%\

Inherent Abilities:

1) Super Robot

2) Heavy Shield: Diamond Dust Hammer, Hammer Spin, Wide-swing Beatdown, Drum-rum Rapidfire, Chains' 3-hit combo, Seismic Crash, Dynamic Hammer Explosion, Diamond Thrash!!!

3) Countercut: Diamond Dust Hammer

4) HP Regen S

5) Damage Received -40%

6) Will of the Diamond (600) (Armor): Same effects as Hell's Armor

7) Fist Gloves of GUTS!! (Barrier): Same effects as Barrier M.

8) Desperate Core: Same effect as Soul Drive.

9) Desperate Overdrive: Pay 20 EN. When activated, gain Dodge Cost -10%, Damage Received -10%, Weapon Damage +25% for 4 turns. Disable Desperate Core when this ability is disabled. May only be used once per battle.

Evolution Cost: 5 (Tsuchi Oh)

Cost to be added: 1950 Credits (APPROVED~ Caps not related)

Edited by Akita

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T04 - 009 - Type E "Donko"

This mecha is based upon the character design of Donko from the street arcade "Taiko no Tatsujin". Given the initial personality of Donko, this mecha is designed to provide recovery support to its allies. Its sound attack emphasize on increasing pilot's performance. It is equipped with equipments that provides mechanical support to in-battle mechas.

Set up Time

- Basic melee attack that pushes opponent off the side to create space for oneself to set up stage for the Taiko and the drumsticks.

Donko no Faasuto Deeto

- This song carries a cheerful and relaxing tone, similar to the personality of Donko, the character from the arcade. By playing such a heart-calming tone on the taiko, "Donko" is able to re-energize pilots that are worn out from the long battles and improve their concentrate on the battle through this process..

- Alternate Name: どん子のファーストデート

  • Sakura (***): Lv. 2 Minimal ACC and Dodge Rate Boost for a short period of time
  • Forest (***): Lv. 4 Minimal ACC and Dodge Rate Boost for a short period of time. Minimal SP Recovery

Hyakkaryoran

- This song carries a Traditional aura within its music play. It is also leaning towards the goal of provoking a cheerful, spring-festival-esque feeling in people that listens to it. Pilots who listen to this song tends to feel calm and free from all worries.

- Alternate Name: 百花繚乱

  • Sakura (***): Lv. 1 Negate all Negative Status Effect, Minimal Morale Boost
  • Forest (****): Lv. 4 Negate all Negative Status Effect, Moderate Morale Boost

Inherent Ability

- "Burning Tamashi!": System

- Taiko no Tamashii : Sidekick

- Wait a minute, I have bandages for you~ (Repair)

- It's injection time~ (Resupply)

Mechanism - Materialize Sound Wave Technologoy

- While the music do have its effect on allies when allies listen to the drumming of the taiko mecha, there is more added to the system of the mechas produced under Project T.A.I.K.O. At this point in time, human has the ability to materialized sound waves by calculating the frequency and amplitude of a certain sound emitted by an object and displaying the frequency and amplitude in a form of matter powered by electrical energy. Therefore, while it is obvious that music played by the Taiko Mechas has an ability to affect people emotionally, it also has the ability to exert physical damage through the materialization of the sound waves themselves.

System

"Burning Tamashi"!!

- This is it! The legendary "burning tamashi"! After countless days and nights of practice and over three hours of drumming recital and performance, the soul of the taiko drums has finally awaken to its fullest and burn passionately! It is almost like an adrenaline rush for a mecha! You say you want more people to be forced to hear your drums, more people to be impaled moved by your music, dose another two energy drink to get more energy to hit your drums harder, more powerful hits on the actual taiko in front of you to create noise pollution and more attentive audience so that you can stealth your way around? Then let your Soul of Music BURN!!!! (A Taiko series specific system that is similar to Composer (Lexicon).)

Sidekick

Taiko-no-tamashi

This sidekick can be a main pilot

- Hm? Why a taiko-no-tamashi you asked? Dummy! Of course there is a need for a spirit for the taikos! How else would inanimate objects like taiko play so awesomely and splendidly if there is not a single soul in the taiko itself?!?!

- Taiko Spirit is neutral beings that does not have a bias on their wills. Depending on what they possess, they will develop different personality and behave differently. HOWEVER!! Don't think you can take advantage of such innocent, genuine soul! They all have a pure heart to play sincere, morale boosting music for their friends! .... Okay, not all do, but most do!! You get the general picture, right? (A sidekick that probably host recovery seishin such as hot blood and recharge, as well as boost in either [M] EN or [M] effect. Very highly customizable with certain support for [M] is the goal of the taiko sidekick.)

- When Taiko-no-Tamashi is the main pilot, they will negate the usage of MSWT because, well, they need the energy from the MSWT to function. As much as to the scientists's (and my) dismay, that's how it would work.

- Please beware that since this Taiko-no-Tamashii is a tamashii of a different personality, it should also have a different set of Seishins

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T04 - 009 - Type E "Donko"

Statistics:

HP: 3000, EN: 150, Agi: 220

IS: 3, Move: G, Size: S, Rank: 5

Weapons:

[F] Set up time (M)- 1100 damage [+0%]

[M] Donko no Faasuto Deeto (V:8)- 700 damage/5 EN & Accuracy Boost 20% & Mobility Boost 20%

[M] Hyakkaryoran (V:5)- 1000 damage/8 EN, Morale Boost, Sound Attack [+10%]

Inherent Abilities:

1) Taiko

2) Countercut: Requires Martial Arts Mastery.

3) Sound Barrier (Barrier)

4) Burning Tamashii (System) Same effects as Composer (System)

5) Taiko-no-Tamashi (Donko) (Sidekick)

6) Materialize Sound Wave Technology: You may reduce final damage by 50% to have your [M]-type attacks damage a non-Protodevlin target.

7) Repair

8) Resupply

9) Donko no Faasuto Deeto: If resource cost is paid 8 times or more, gain SP Recover 5.

10) Hyakkaryoran: If resource cost is paid 5 times or more, units hit by this attack has all negative status effects removed.

Purchasing Costs: 250 Credits

Taiko-no-Tamashi (Donko)

Class: Sidekick

Description: How else would inanimate objects like taiko play so awesomely and splendidly if there is not a single soul in the taiko itself?!?!

This Sidekick can be a Main Pilot

Level 6 (3200 PP)

Attributes:

- None

Spirit Command:

- Hope [L2]

- Hot Blood [L2]

- Resupply [L2]

- Great Effort [L2]

Skills:

- None

Cost to be added: 375 Credits (approved)

Edited by Akita

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Mobile Suit Gundam SEED VS. Astray

The Third Bloody Valentine War - An Alternative Proposal

MBF-02+AQM/E-X04 Lancer Strike Rouge (C.E. 75 Ver.)

History

Cosmic Era. 75. Two years after the Second Bloody Valentine War.

When everyone expected eventual peace to finally come to this world, the name of Librarian Works became the ultimate force of horror that threatens to destroy this feeble hope of a long, eventless life.

This organization begins assault against all three factions of the world, the Earth Alliance, the ZAFT, and the ORB Union. Among the three factions, the ORB Union, again, becomes the faction which drew the short end of the stick. On top of its comparably lack of resource, the fact that Morgenroete Inc. is located in ORB territory, and that the leader of Librarian Works, Rondo Ghina Sahaku, is in fact that twin brother of Rondo Mina Sahaku, the director of said company, make ORB one of the most-assaulted faction of three.

Due to the constant assault from Librarian Works is, although not detrimental, extremely damaging, the ORB Union has requested from Morgenroete Inc. the manufacture of a new line of weapon. In this case, while Morgenroete develops new Mobile Suits for the ORB Union, they have also tentatively developed a new pack for the elder framed Strike Gundam to temporarily fight back against Librarian Works' attack.

The new Lancer Striker Pack is designed mainly to fight against the newest Mobile Suit unit that Librarian Works has developed. It is considered as one of the most powerful pack that Strike Rouge ever has, due to its development direction gearing highly towards anti-Mobile Suit and Mobile Armor warfare. However, due to the intricacy of the Lancer Strike Pack, only a few have been developed. Also, due to the pack's principal being highly contradicting to ORB Union's principal, only a few administrative officers of the Union know of the unit pack developed along with the new Strike Rouge. When the modified Strike Rouge is being publicized as a new Mobile Suit force into the Self Defense Squad, the Lancer Striker Pack is hidden away from the eyes of the world.

Unit

MBF-02+AQM/E-X04 Lancer Strike Rouge (C.E. 75 Ver.)

After the original unit of Strike Rouge piloted by Cagalli Yula Athna and Kira Yamato was heavily damaged in its last fight, its core pieces are retrieved later by the ORB Union and stored away as a reserve unit for its inferiority displayed in the battles against ZAFT's newest suits. After the Second Bloody Valentine War, the unit is once again taken out from the storage area and re-examined for possibilities to be put into the battlefield again - The Strike Rouge unit, although inferior to newest ZAFT unit, is still displaying superior combat ability over M1 Astray units, and thus should be investigated for chances to mass produced as land-use units in par with the new MVF-M11C Murasame.

When the new commission is announced, Morgenroete Inc. took the repaired-and-stored-away Strike Rouge and developed a new pack for the Strike Gundam series to "buy time", as put in the words of Rondo Mina Sahaku. The new Strike Rouge has kept all of its original function, including the modified Phase Shift Armor, basic Mobile Suit equipment of 57 mm high-energy beam rifle, CIWS and 'Armor Scheider' Combat Knives. In addition, however, the developer of Morgenroete Inc. has also investigated units developed from the original Strike Gundam, including GAT-X105E Strike E, ORB-01 Akatsuki Gundam, GAT-X105+P204QX Lightning Strike Gundam and ZGMF-X56S Impulse Gundam. The developers have also received aid from Roundo Ghina Sahaku and her MBF-P01 Re2<AMATU> Gundam Astray Gold Frame. Finally, the developers have taken a look into the data entry and piloting history recorded on the destroyed Strike Rouge, and improved the Natural Operating System and Pilot-Assisting AI computer system upon these data. From these units, the developer has taken several ideas, and reformed certain interior/exterior of the unit, in hoping to match the ability of the new mobile suits.

There are a number of changes on the unit itself, including higher capacity of Phase Shift Armor, speed enhancement in thrusters units and joint mechanism, and improvement on the Pilot-Assisting AI computer system based on piloting history of the almost-legeindary Pilot, Kira Yamato.

- Due to Strike Rouge's already-existed frame, developers has found that it may be the most efficient way to improve the performance of Strike Rouge. By making the armor lighter, decreasing the possible excessive load that the unit may have and increasing the maximum speed that the feet of the unit can maneuver, the unit is now lighter and can perform combat and evasive actions in a speed approximately 10% more efficiently than before. Decrease in HP and AGI vs original Strike Rouge

- In addition to the modification of speed, Strike Rouge's Variable Phase Shift Armor has also been greatly enhanced to be able to sustain a higher amount of damage to allow longer duration of the unit. However, the Variable Phase Shift Armor still suffers the flaw of unable to sustain damage from a non-beam attack source. Increase in amount of damage VPS Armor can negate

- The Natural Operating System and the Pilot-Assisting AI Computer System has been modified and upgraded with the extraordinary amount of data that Pilot Kira Yamato has provided the computer with. By detecting and computing similar movement and attack patterns that opponent is doing into the computer, the Pilot-Assisting AI Computer System is able to aid its pilot to avoid incoming attacks more easily and respond correspondingly with an AI-assisted counterattack. K.Y. OS / A.R. Chip

Several changes are made, however, to the equipment of Strike Rouge.

- Shield: By utilizing the mirror coating technology of "Yata no Kagami" used on ORB-01 Akatsuki Gundam, Strike Rouge's anti-beam shield is now being designed to be able to block ranged beam weapons including Positron Blaster Cannons. However, since it is merely a shield, there is a limitation to how much it can take and reflect at the same time. Also, the shield suffers the same problem with Akatsuki Gundam's Armor, in that the shield cannot deflect any beam damage dealt by close combats. Yata no Kagami Shield

As the new shield is a far superior shield than its preceder on its purpose of beam type attack negation, the old anti-beam shield is now completely abandoned. Instead, an improved version of the Combined Shield used by MBF-02+P202QX Strike Rouge IWSP is being used. By simplifying the plane of the Combined Shield into with only the 30mm 6-barrel Gatling machine gun attached and decrease of the 30mm 6-barrel Gatling machine gun in size into a 25mm 6-barrel Gatling machine Gun, the developers are now able to install an energy generator that creates planes of beam energy to decrease and deflect damage, both physical and energy-based.

This installation of two new improved shield are specifically designed to benefit Strike Rouge's durability and combat performance from its original frame. However, due to the impossibility to carry two shields with it at all time, the pilot of Strike Rouge must choose one shield between the two to deploy with, based on the battlefield and the opponent that he is faced against. These shields, however, can be exchanged on a mothership if needed.

Choose between Yata no Kagami Shield and Beam Shield at Deploy. Disable the other during the fight. Can only be changed in Mothership

- 'Kagero' Beam Boomerang: Taking into account that 'Armor Scheider' Combat Knives may not be enough for a close ranged attack, two Beam Boomerang has been installed on the Strike Rouge's shoulders. The design of these two beam boomerangs is modified after the two RQM60F "Flash-Edge 2" beam boomerangs of ZGMF-X42S Destiny Gundam. Thus, the Beam Boomerangs can also be used as Beam Sabers if needed. New Countercut weapon

- Thermo-Electric Generator (TEG): A new energy conserving technology that Morgenroete Inc. has invented to improve on the energy output of the Mobile Suit units. Thermo-Electric Generator is a type of energy recycling generator in the form of enhancement plate placed between the frame and the armor of the Mobile Suit. By utilizing the residual heat of the modified Phase Shift Armor, TEG can generate a small amount of electricity to channel back into the use of the Phase Shift Armor. Negates EN cost for VPS.

- Lancer Striker Pack: The Lancer Striker Pack is designed for disruption and lightning warfare on a battlefield. The energy output of this pack is modified and improved on directly from the prototype of Lightning Striker Pack. It has inherited the original idea of increasing the power output of Strike Gundam by 150%, thus also inherited the improved power pack output, extra and improved energy packs, as well as an improved cooling system. The Lancer Striker Pack has also been designed to improve the agility of the equipped unit. By channeling some of the energy provided by the Lancer Striker Pack's energy tank into the extra thrusters that the Lancer Striker Pack has been installed with, the agility of the equipped unit has now been further improved for combat purposes. Pack Jettison. DECREASE in AGI after equipping. Increase in EN output.

Offensively, the Lancer Striker Pack is equipped with a gun modified after Lightning Striker Pack's Type 70-31 electromagnetic cannon - Type 70-32 Kai 'Inazuma' Electromagnetic Long Rifle, and 1 'Kamikaze' shot-lancer modified after the 2 "Magashira-no-Hoko" shot lancer equipped on MBF-P01-Re2<AMATU> Gundam Astray Gold Frame (Okitsu-no-Kagami Equipment Type). The Lancer Striker Pack is also equipped with special Kinetic Energy Penetrating Ammo for more effective armor and barrier piercing effect against other Mobile Suits and Mobile Armors.

Lancer Striker Pack

Lancer Striker Pack is designed to be for lightning-warfare purpose. It is one of the most powerful pack among all striker packs produced in the line for Strike Gundam. The basic design of the Lancer Striker Pack resembles the backpack of ZGMF-X42S Destiny Gundam, in that one side of the pack holds the 'Kamikaze' Shot-Lancer, when the other side of the pack holds the Type-70-32 Kai 'Inazuma' Electromagnetic Long Rifle.

There are extra ammo bins contained at the bottom the Lancer Striker Pack, one set of energy-based ammo, another set of Kinetic Energy Penetrating Ammo.

The shell of the energy-based ammo shape is similar to ammo used for the 30mm 6-barrel Gatling machine gun on the shield of MBF-02+P202QX Strike Rouge + IWSP. This ammo bin is use primarily by the Type 70-32 Kai 'Inazuma' Electromagnetic Long Rifle.

The shell of the Kinetic Energy Penetrating Ammo, on the other hand, features a much longer and much sharper design. This ammo can be used as the tip of the 'Kamikaze' Shot Lancer, as well as for the Type-70-32 Kai 'Inazuma' Electromagnetic Long Rifle. By infusing energy from the extra battery pack of Lancer Striker Pack, higher momentum can be added to the Kinetic Energy Penetrating Ammo that is shot out from the Long Rifle, causing a much more damaging effect after the ammo successfully pierce through the armor of its target. When this Kinetic Energy Penetrating Ammo is used in conjunction with the 'Kamikaze' Shot Lancer, electromagnetic energy is infused into the ammo to create acceleration to the ammo to create armor piercing effect similar to that of the shots unleashed from 'Inazuma' Electromagnetic Long Rifle. However, since 'Kamikaze' Shot lancer is used in short ranged battle and is used with the unit user in range, it is possible for the Shot Lancer to neutralize and penetrate potential barrier that a unit may set up to prevent damage at the cost of the unit's energy consumption, when the Long Rifle does not have the capability to do so.

To accommodate the new addition of the two beam boomerangs added onto Strike Rouge and possible flexibility in fighting in battlefield of different nature, the Lancer Strike Pack is designed to be detachable like any other of its preceder. However, due to the new design implemented on the new Lancer Strike Pack, the Lancer Strike Pack is only compatible with the modified MBF-02 Strike Rouge Model.

Weapon

MBF-02 Strike Rouge (C.E. 75 Ver.)

As this is a modified/improved version of Strike Rouge, and all original weapon parts are kept as is, all of Strike Rouge's original attacks are kept as is. These attacks include:

- 'Igelstellung' 75 mm CIWS

- Melee

- 'Armor Schneider' Combat Knife

- 57 mm Hi-Energy Beam Rifle

- Bazooka

- 25mm 6-barrel Gatling Machine Gun Only if Beam Shield is equipped. This is a [+] F type attack slightly less powerful than its preceder, and will be disabled if Beam Shield is disabled.

In addition, two beam boomerangs are added to the weapon inventory:

- 'Kagero' Beam Saber

Clear cut beam saber attack that deal a moderate amount of damage. It is also used to counter cut projectiles and missiles when needed.

- 'Kagero' Beam Boomerangs x 2

Retractable boomerangs that allows user to throw at opponent and retract to deal damage. Since there are a total of two beam boomerangs, user usually throw both boomerangs at opponent at the same time. However, since this is a projectile, it is possible to countercut or countershoot the boomerangs down.

MBF-02+AQM/E-X04 Lancer Strike Rouge (C.E. 75 Ver.)

After the installation of the pack, Strike Rouge can use the Lancer Striker pack to accomplish several different bombardment assignments. These include:

- Type 70-32 Kai 'Inazuma' Electromagnetic Long Rifle

Type 70-32 Kai 'Inazuma' Electromagnetic Long Rifle is generally an energy based weapon. Due to its modifying upgrade from Type 70-32 Electromagnetic Cannon, the damage that it deals to a single opponent is slightly higher than its preceder, and far higher than that of a standard beam rifle.

- Type 70-32 Kai 'Inazuma' Electromagnetic Long Rifle [snipe]

Snipe Mode of Type 70-32 Kai 'Inazuma' Electromagnetic Cannon-Rifle. By channeling electricity from the energy tank into the Kinetic Energy Penetrating Ammo designed for sniping and stabilizing the unit into a sniping mode, Lancer Strike Rouge is able to increase its accuracy against one single unit to snipe the special unit at an opponent. The ammo is charged with electromagnetic energy while in the rifle, causing a great acceleration of speed to the ammo when shot. In combination to its design and the kinetic energy that it is given in the gun, the ammo is able to pierce through the armor of most Mobile Suit and Mobile Armor, delivering critical damage to its opponent. Snipe, Armor Pierce.

- 'Kamikaze' Shot Lance

The 21.3 Meter 'Kamikaze' Shot Lance features a design principal similar to that of MBF-P02-Re2<AMATU> Gundam Astray Gold Frame Amatsu's 'Totsuka-no-Tsurugi' saber, in that it is a solid physical penetrating weapon. It is a two-part fold-up weapon when not used, similar to that of the foldable MMI-714 'Arondight" anti-ship sword used by ZGMF-X42S Gundam Destiny. It has modified to also be able to channel energy through the entire entity, allowing it to be able to counter other solid and beam weapons such as beam saber and Missiles. However, it is also subjected to the flaw of being able to be countercut by an opponent's weapon. Due to its size and design, it can deal more, if not just as much, damage as the 9.1 meter Anti-Ship Sword equipped on the Integrated Weapons Striker Pack of previous Strike Rouges. Strong Melee, countercuttable

- 'Kamikaze' Shot Lance [Fast]

While 'Kamikaze' Shot Lancer is by no means fin-funnels or beam guns that were used by Kira Yamato in his fights, the combat data provided by Kira Yamato's previous battles has allowed the developers to program a set of maneuver movements that mimics the movement of Kira Yamato in fights and combines the movement with the use of 'Kamikaze' Shot Lancer. By executing a flowing movement in combination with several lance thrust and slash attacks, the Lancer Strike Rouge is able to execute a chain-combo attack that deals substantial damage to an opponent unit, even if the unit is a highly mobile unit. Higher Damage [F] attacks

- 'Kamikaze' Shot Lance [Pierce]

A programmed attack that utilizes the Kinetic Energy Penetrating Ammo to pierce through the barrier and armor of an opponent unit, this attack is mainly used against units such as GFAS-X1 Destroy Gundam. In fear of a unit similar to that of GFAS-X1 Destroy Gundam being used to bring catastrophe to the territory of ORB Union, this combination of weapon aims to deal an excessive amount of damage to its opponent. Carrying the same idea of attacking the opponent with melee weapon, the 'Kamikaze' Shot Lancer is designed to carry a lance-head of Kinetic Energy Penetrating Ammo. By thrusting the lance into the opponent and launching the Kinetic Energy Penetrating Ammo through the armor and directly into the core of the opponent unit's Engine, the 'Kamikaze' Shot Lancer is able to critically damage its opponent in one hit. To prevent the attack from being intervened by any sort of attack negation, electromagnetic energy is also infused throughout the lance for barrier-nullifying purpose, creating a thin layer of barrier neutralizing coat on the lance before the Kinetic Energy Penetrating Ammo is launched from the head of the Lance. [F] type attack, barrier pierce, armor pierce.

Edited by Vayu

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MBF-02 Strike Rouge (C.E. 75 Ver.)

Statistics:

HP: 2800, EN: 150, Agi: 280

IS: 3, Move: G, Size: M, Rank: 6

Weapons:

[+] 'Igelstellung' 75mm CIWS- 400 damage, 20 rounds [+40%]

[F] Melee (M)- 500 damage [+0%]

[F] 'Armor Schneider' Combat Knife (M)- 600 damage, Armor Pierce [+0%]

[F] 'Kagero' Beam Saber (BM)- 1200 damage [+0%]

[H] 'Kagero' Beam Boomerang (BP)- 600 damage x 2 [+0%]

[+] 57mm Hi-Energy Beam Rifle (B)- 1300 damage, 10 rounds [+10%]

[+] 25mm Shield Gatling Gun (F:3)- 800 damage, 15 rounds [+10%]

[+] Bazooka- 4000 damage, 6 rounds [+20%]

Inherent Abilities:

1) Mobile Suit

2) Yata no Kagami Shield

3) Beam Shield: 25mm Shield Gatling Gun

4) Countercut: 'Armor Schneider' Combat Knife, 'Kagero' Beam Saber

5) Countershoot: 'Igelstellung' 75mm CIWS, 57mm Hi-Energy Beam Rifle

6) Variable Phase Shift Armor (1200) (Armor)

7) Thermo-Electric Generator: Reduce the EN cost of Variable Phase Shift Armor by 1

8) At deploy, enable either Yata no Kagami Shield or Beam Shield and 25mm Shield Gatling Gun and disable the other.

Evolution Cost: 3 (MBF-02 Strike Rouge)

Hangar Resale Value: 100 Credits

MBF-02+AQM/E-X04 Lancer Strike Rouge (C.E. 75 Ver.)

Statistics:

HP: 3000, EN: 170, Agi: 260

IS: 2, Move: G, Size: M, Rank: 8

Weapons:

[+] 'Igelstellung' 75mm CIWS- 400 damage, 20 rounds [+40%]

[F] Melee (M)- 500 damage [+0%]

[F] 'Armor Schneider' Combat Knife (M)- 600 damage, Armor Pierce [+0%]

[F] 'Kagero' Beam Saber (BM)- 1200 damage [+0%]

[H] 'Kagero' Beam Boomerang (BP)- 600 damage x 2 [+10%]

[+] 25mm Shield Gatling Gun (F:3)- 800 damage, 15 rounds [+10%]

[F] 'Kamikaze' Shot Lance- 2000 damage, 10 EN/attack [+0%]

[F] 'Kamikaze' Shot Lance [Fast] (F:5)- 600 damage/4 EN [+0%]

[F] 'Kamikaze' Shot Lance [Pierce]- 3000 damage, Barrier Pierce, Armor Pierce, 25 EN/Attack [+10%]

[+] Type 70-32 Kai 'Inazuma' Electromagnetic Long Rifle- 3200 damage, 15 EN/Attack [+10%]

[+] Type 70-32 Kai 'Inazuma' Electromagnetic Long Rifle [snipe]- 3200 damage, Armor Pierce 8 rounds [+15%]

Inherent Abilities:

1) Mobile Suit

2) Yata no Kagami Shield

3) Beam Shield: 25mm Shield Gatling Gun

4) Countercut: 'Armor Schneider' Combat Knife, 'Kagero' Beam Saber

5) Countershoot: 'Igelstellung' 75mm CIWS, 30mm Shield Gatling Gun

6) Variable Phase Shift Armor (1200) (Armor)

7) Thermo-Electric Generator: Reduce the EN cost of Variable Phase Shift Armor by 1

8) Snipe: Type 70-32 Kai 'Inazuma' Electromagnetic Long Rifle [snipe] [+20%]

9) Pack Jettison (MBF-02 Strike Rouge (C.E. 75 Ver.))

10) At deploy, enable either Yata no Kagami Shield or Beam Shield and 25mm Shield Gatling Gun and disable the other.

Purchasing Costs:

Not Applicable. To acquire this unit, purchase the Lancer Striker Pack and install it onto MBF-02 Strike Rouge (C.E. 75 Ver.).

Lancer Strike Pack

Function:

- Strike Pack for MBF-02 Strike Rouge (C.E. 75 Ver.)

Item Statistics:

Type: Installable

Class: Customize Module

Cost: 200 Credits

Cost to add: 800 + 300 = 1100 Credits (Approved by Nimbus)

Edited by Code: OCD

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Z.S.M.U - Project Zodiac Summon Mechanical Unit

History:

The Eastern Zodiac System has always been said to govern a person's live as soon as they were born in a specific time of a specific year. Depending on their year of Zodiac, they receive a specific fate. This "fate" differs from person to person. Some is bound by this "fate" tighter than other. However, there is no doubt that the power of Zodiacs exists.

Now let's make a skip on the timeline. Year 21XX. Alternate Dimension. In our dear ol' Earth, we face an invasion. Well, you know, the cheesy plot line with aliens and mechas to invade the earth? Yeah, that. Only that this time, it's not really "aliens" that are invading the earth. It's habitats of the earth that is trying to take over Human's terrain. Cats, Foxes, Raccoons, birds. These generally cute, harmless creatures somehow managed to get the ability to turn into abnormal creatures through emotion distress. The abnormal growth includes mutation, infinite growth, and weird but destructive power that is more than powerful enough to destroy an entire city on a whim.

And you know what that means.

A countermeasure must be, and has been, immediately invented. After observations, human realizes that although most animals have the chances of going berserk and turn into abnormal monsters that inhabit somewhat of a walking human form, there never seem to have any animals from the Zodiac that has experience a case of mutation. Noticing the trend, science investigation immediately came along the road. The result was, more than enough, stunning.

Apparently, there is a special combination in the DNA system of the animals from the zodiac that prevents them from mutation. To make it even more intriguing, by taking some of these protein structures and injecting them into human, the protein would, for a short time, alter the human genetics to enhance body performance, and even create special abilities in the human body that did not previously belong to the body structure of the subject.

After several experiment and observations, scientists decides to put on a bet. They created a series of units that would be able to handle and even amplify the enhanced body function and supernatural abilities that a human being receives after the Protein injection. In addition, they created a system that could turn any kind of stone into the activation tool. With the use of the specialized Jewel, humans are now able to summon those created giant mechanical unit, standing in an average of 7.5M tall (humanoid form) and varies in weight depending on the animal, that allows them to battle against the abnormal creatures, inheriting the ability of a special type of animal from the Zodiac.

After proven its effectiveness, a project has been deployed directly under the department of defense of the United Nations, a newly found department against abnormal "threats against the Earth". The project is known as Z.S.M.U. - Zodiac Summon Mechanical Unit.

Essential Knowledge/Equipment

Jade - Will: Among all of the precious stones that the scientists can use to use as activation tool, the scientists chose jade, a sacred stone that is featured often in rituals in traditional Chinese culture. Jade - Will, in a sense, is a collective AI system that analyze and input information regarding to the user and battle and determine the unit being used for the specific occasion. By sending these data into the central computer located in the satellite designated for the system, Jade - Will becomes the fundamental component to the system's activation. (A stat boost system that increases as amount of allies with the same system increases. Primarily increases in offensive statistics, Attack and Accuracy.)

Jade - Path(Matter Teleportation system): Jade - Will will send an electronic signal into the satellite through the jade when activated. The mechanical unit is being transferred from the satellite base and attached onto the user through matter teleportation. Based on the DNA analysis and environmental information that Jade - Will has sent over, "Jade - Path" System will choose the unit that is most compatible with the user and advantageous for the occasion. It then compresses and breaks down the specially designed mecha into data and transfer the unit accordingly to the user. (Summoning System that is used to summon the original 12 Zodiac units. Also used by specific units to summon sub-units or unit-prototypes.)

Jade - Adaptation: Upon the admission of the pilot into the cockpit, the pilot will immediately receive an injection of DNA protein from the animal that the specific unit represents. After injection, not only does the pilot become compatible to the unit, but they would also gain enhancements in physical and personality aspects. For example, a person that was injected by DNA from a Tiger would grow in strength and bravery, when a person that was injected by DNA from a monkey would become more restless and swift. They would also grow certain traits specific to the animal as a side effect to the DNA injection. For example, a pilot in "Inu" unit will grow dog ears and dog tail, when a pilot in "usagi" unit will grow bunny ears. The DNA injection, however, is proven to be short lived, nor are the side effect lasting or apparent after battles. The only unit that might trigger a negative or berserker effect after such injection onto the pilot is "Ryou", as Dragon is a mythological creature to begin with, and scientists can only manipulate the arrangement of DNA codes to what they think to be the closest to Dragon. Even then, the side effect ends as soon as the pilot leaves the cockpit. (Enhance of pilot performance, and, well, moe factor.)

Jade - Transformation: There is another purpose for DNA injection into the pilot - unit transformation. Through injection, pilot's ability is enhanced, and thus is able to keep up with the strength, agility or stamina that is needed if the mechanical unit is transformed into the respective animal that they represents. In many cases, the transformation is needed, as the transformed version of the unit are generally more powerful than when not transformed. However, the transformed version of the mecha is also subjected to a lack of protection and a limited amount of weapon choices that they could have access to when in humanoid form, for example, shield and sword. (Transformer-esque ability, only that they transform into animals instead.)

Jade - Knowledge: Occasionally, there are users who developed their own bio-computer or AI system that they would install in the unit that they use after transformation. Although there is an initial AI, Jade - Knowledge, that maintains everything within the unit system, it is possible to co-operate the AI with your own.

Jade - Destiny: This is the system in the Zodiac units that is "only accessible to people who can look through their destiny, and are able to go with and even alter their destiny through their knowing," or so the scientists said. However, all it is but a system that enhances the user's ability in combat. After a certain amount of time in a combat environment, when the pilot is completely adapted to the change in DNA coding, the pilot will be able to utilize the animal instinct engraved in the coding, and activates unconsciously an advanced form of 6th sense. In many cases, such adaption can lead to stunning battle results, which is the reason why scientists claimed such as the "ability to see through destiny". (Active skill of the Sidekick. They are usually active abilities that only activates if Jade - Will is activated. These skills are generally built upon the purpose of the unit type and the personality of the unit. In addition to pre-existing sidekick and Passive (sub) skills, there are also empty skills that allows for customization of skills in Jade - Destiny's own pool of skills or pre-existing sidekick and passive sub skills. The skills that can be obtained via this system are generally skills similar to that of Organoid. However, there are also skills that enhance aspects of the unit, for example, replacement of armor with impenetrable armor, increase of transforming phase after battle phase, DR reduction and EN regen. Please reference to Organoid in Arsenal as an example for statting purpose.)

Jade - Wu Xing: This is an aspect that separates the 12 zodiac units from its enemies: the Wu Xing. By definition, Wu Xing are Metal, Wood, Water, Fire and Wood. All units within Z.S.M.U. Project has an element given to them to signify their attribute from each other. It create advantage of Z.S.M.U units over their enemies. There are two units that do not follow these rules: the neutral units, Uma and Usagi. Instead of emphasizing on a specific element, they emphasize on speed. In a sense, they focuses on the element of "wind", which is not a part of the Wu Xing.(Basic explanation to the attachment of elements onto the more signature-esque moves of each of the 12 units)

Edited by Vayu

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Mecha

ZSMU - 003 Taiga

This unit is the third unit from the Zodiac Summon Mechanical Unit Project. Although not the strongest unit from the entire set of unit, it is known as one of the most powerful destroyer in the set next to Ryou.

Unit Details

- Height [Humanoid]: 8.21 Meter

- Weight: 14 Ton

- Type: Close Combat Assault Type

- Element: Metal

- Distinct Characteristic: Hardening and reinforcing Metal Claws (Metal Element) (This unit is immune to weapon break. Its attacks are also uncountercuttable)

- Weapon Equipment: Dual Wielded Claws, 4 mini missile pods on front shoulder

~ The front claws of Taiga (Transformed) unit becomes the main weapon that Taiga (Humanoid) Unit uses to attack.

- Armor Equipment: Basic armor over chest, shoulders, low abdominal, thighs.

- Thruster Equipment: Assault-use thrusters at the bottom of the all four legs. Extra air thrusters located at the back of Humanoid form, allowing air assault in Humanoid form. (Move F/G. Lower AGI than units of its size.)

- Jade - Knowledge: Zodiac - Tiger

~ Zodiac - Tiger is aggressive, and vicious. It is fast and territorial. Its inherent personality provides extensive support to these two aspect of Unit Taiga when Will System is activated. The setting within the AI is moderately customizable after its initial activation. However, by default setting, this AI's Destiny Ability provides extensive support to accurate assault and moderate support to agility enhancement. Spirit Command and Sidekick Skills that focuses on enhancing accuracy and reduce dodge cost.

Attacks:

Cat- "Taiga"-nip : It is a basic attack of the unit Taiga. Belonging to the Felidae Family, Tigers are also extremely fond of anything that is constructed from Nepeta. In the case of battle, the tiger unit would be fond of anything that attracts its attention, including a normal opponent, or simply a red flash of light. Anything that catches its attention in any sort of playful manner would be subjected to be played around by the Taiga unit in a manner similar to a catnip to a cat. Basic Melee

"Taiga" missiles: 'Nuff said. Basic projectile weapon of the unit. Very limited in terms of ammo, but hey, better than nothing. Simple ammo attacks

"Taiga" Roar: It is a simple attack that the Taiga unit uses to enforce fear onto its opponent, in case said opponent as overstepped into its boundary. Well, just a simple way of showing who's the boss in the terrain, or just trying to terrify the crap out of its opponent for hunting purposes. Sound Attack

"Taiga"'s Silver Claw: It is a powerful attack that has the capability to rip steel into shreds. Its claws formed with steel and covered by a thin coat of laser, the attack has the ability to rip the outer shell of an opponent apart to enable future direct damage. Melee Attack, Armor Pierce, Transformed only.

"Taiga"'s Wrath: Similar to the previous, it is a powerful attack with the ability to pierce through armors and shells. However, unlike the previous attack, this attack has no reinforcement given by laser, since there is no need: in this case, the mecha's strength from its momentum will create enough power to pierce through armors to deal damage. Humanoid only.

"Taiga" Dance of Fury: An attack that can only be executed in the transformed form of the Taiga Unit, this attack, as suggested by its name, is an attack that unleashes hell of lashes onto its opponent, and does not give any rooms of forgiveness to any weakness that the opponent shows. If you are not being careful with the attack, you might be pierced and lashes into scrap pieces of metal. And you know what that means, right? Transformed only

"Taiga" Thousand Chains of Blades: This attack is an attack that is unleashed through the waving motion of the claw weapon that is attached onto the unit's hands through a pair of chains, extending as long as 20 KM. The claw is launched out in the form of a projectile, with two mini power boosters at the back of the claw, and is retractable through the contraction of the chains. By the waving motion of the claw through the chain, the claw blades are able to deal substantial amount of damage to a unit. On top of that, since the motion of the chains are highly changeable merely by a hint of motion, it is highly unpredictable which direction the attack might come from. A solid, powerful attack. Humanoid only.

"Taiga" Thousand Chains of Blades - Unlimited Sword dance: This attack is a power-up version of Thousand chains of blade, in that instead of doing only, say, a few powerful lashes, this attack sacrifices its attack power in order to create more individual attack opportunities in a random, chaotic pattern. However, due to the higher amount of motion, there is also a much higher energy consumption in comparison to the previous version. Spread type X attack, probably. Humanoid only.

"Taiga" Thousand Blades of Claw - Unlimited Blade Rebirth: This attack is the hissatsu move of the mecha, even though it's only available in its transformed, animal mode, reason stated under Jade - Transformation. It is possible for Unit Taiga (Humanoid) to use this attack as well, due to its ability to quick transform within a short period of time. With the plasma enhanced armor ripping claw that is powered up by Jade - Destiny, Taiga initiate a series of slash attacks upon its enemy by ripping, tearing and clawing through the armor and shredding its enemy's heart continously, until the enemy's core is brutally crushed into pieces beyond repair. Hissatsu of the unit.

Edited by Vayu

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ZSMU - 003 Taiga (Humanoid Mode)

Statistics:

HP: 3000, EN: 180, Agi: 260

IS: 2, Move: F/G, Size: S, Rank: 8

Weapons:

[F] Melee (M)- 500 damage [+0%]

[F] Cat- "Taiga"-nip (M)- 900 damage [+0%]

[+] "Taiga" Missiles (PGSF:5)- 300 damage, 20 rounds [+15%]

[H] "Taiga" Roar- Stun, Sound Attack, 15 EN/Attack [+10%]

[F] "Taiga"'s Silver Claw- 1800 damage, Armor Pierce, 10 EN/Attack [+10%]. Req: Beast Mode

[F] "Taiga"'s Wrath- 2400 damage, Armor Pierce, 15 EN/Attack [+10%]. Req: Humanoid Mode

[F] "Taiga" Dance of Fury (F:5)- 550 damage/4 EN [+10%] Req: Beast Mode

[H] "Taiga" Thousand Chains of Blades- 3000 damage, 20 EN/Attack [+20%]. Req: Humanoid Mode

[H] "Taiga" Thousand Chains of Blades - Unlimited Sword Dance (SX:6)- 600 damage/5 EN [+10%] Req: Humanoid Mode

[F] "Taiga" Thousand Blades of Claw - Unlimited Blade Rebirth- 5000 damage, Barrier Pierce, Armor Break, 40 EN/Attack [+20%]. Req: Jade - Adaptation (Tiger)

Inherent Abilities:

1) Zodiac Summon Mechanical Unit

2) Countercut: Req: Martial Arts Mastery

3) Jade - Will (System)

4) Jade - Adaptation (Tiger): Same effects as Aggressive Beast Mode

5) Breaker Canceller

6) Zodiac - Tiger (Sidekick)

7) Beast Mode (Transform): Move is G only. Agi is 240 instead. Disable Countercut and attacks that require Humanoid Mode.

Purchasing Costs: 350 Credits

Jade - Will

Class: System, Activated

Description: Something

Ability: Gain Weapon Damage +10% and Target's Dodge Cost +10% for each additional allied unit with Jade - Will active. These bonuses cap at Weapon Damage +30% and Target's Dodge Cost +30%.

Zodiac - Tiger

Class: Sidekick

Description: DIGITAL RAAAWRR!!!

Level 4 (1800 PP)

Attributes:

- None

Additional Class Skills:

- N/A

Spirit Commands:

- Sure Hit [L1]

- Boost [L1]

- Flash [L2]

- Concentrate [L2]

Skills:

- Assisted Piloting

- Assisted Tracking

Cost : 800 (Yeah yeah approved)

Claws in beast modes don't give Countercut.

Edited by Nimbus Noa
Iono, dont forget to add (M) to Melee next time. :| Also, check adding costs.

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